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TIGSource ForumsCommunityDevLogsSHMUP Creator: build & blast!
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Xonatron
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« Reply #40 on: November 11, 2015, 06:55:58 AM »

Ah, very well. Having a booth presence at even a small even still showcases how serious you are. One of the things I believe we at Xona Games have going for us, is that we attended GDC, PAX East, and MIGS for a number of years. And whenever I see someone else doing the same, I take them more seriously.
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darkhog
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« Reply #41 on: November 11, 2015, 09:43:35 AM »

How much does it/will it cost?
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« Reply #42 on: November 13, 2015, 09:46:44 AM »

Quote
How much does it/will it cost?
It's a really good question. The short answer is: I don't know.

We are not (almost!) alpha, and we don't know yet how much content we will provide with the SHMUP Creator.
The price will also depend of the state of the indie market at the time of the release, of the prices other people choose for their product etc.

It will be cheaper than AAA games, and the price will be more than 9.99$.
We have to find the sweet spot between that.

If you have any ideas or suggestions, don't hesitates!
S.
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darkhog
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« Reply #43 on: November 13, 2015, 04:51:16 PM »

Well, for one I'd love either very cheap or free "basic" version that is functionally identical to full one (i.e. no limit of objects or other BS like that), BUT doesn't include art assets and example games, just software and help file (with sample games/art assets available as DLCs).

This way more advanced creators who intend to make their own games with their own graphics can save money by not buying stuff they won't use anyway. So basically three tiers:
- Base software (no art assets/sample games)
- Base software+art assets (no sample games)
- Full package (base software+art assets+sample games)

Of course, to be fair, all of the above should contain full documentation and base tiers should be upgradeable by a DLC to higher ones.

//edit: Since this may be a little bit unclear to some people, by "art assets" I mean both graphics and audio.

Another two ideas that come to my mind:
- Since your art is nice, you could sustain yourself from selling art packages with a license that specifies these can be only used with SHMUP Creator.
- You could also go into publishing and publish games made with SHMUPC, taking marketing (and negotations with stores like Steam) off a head of aspiring developer and taking a small cut. If the software gets popular enough because of that, you could even make base version (no art/examples) of the program free. Look at how Wimi5 does it (don't like their software functionality-wise, but it is 100% free because of their publishing feature).
« Last Edit: November 13, 2015, 04:58:13 PM by darkhog » Logged


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« Reply #44 on: November 16, 2015, 05:42:32 AM »

Thanks darkhog  for your inputs.
Very interesting, and I'm thinking about it!

Selling different packages, with or without assets is a good idea.

Earning money as a "publisher" is more difficult: I looked at Wimi5, and their business model works because their game is based on html5, and it's easy for them to store everything on their server and keep everything under control.
I reckon it's not a trivial thing too to store unknown assets, which could be copyrighted, or porn, or....

I'm thinking about all that, because I would like in the future to build a community, even a small one, where people could swap games or assets, comment on people gameplay etc.
I must say it's far away on my to do list right now, but it's definitely something worth thinking on.
S.
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« Reply #45 on: November 16, 2015, 12:38:16 PM »

I was thinking about you becoming more "traditional" publisher, e.g. like Devolver Digital, but one that only takes SHMUPC games and with one any game made with the tool can be easily published, so users of this tool could essentially bypass Greenlight, etc. if they so desire.

Such easy publishing option, with a guarantee that you will publish will make creators who wish to sell their games use your publishing service because of sheer convenience, even if they wouldn't be required to use it by the EULA (which would be shady).
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« Reply #46 on: December 03, 2015, 02:05:55 AM »

I still love this project!

And found it nice the nod to Desert Strike. This has all the bits and pieces to succeed.
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« Reply #47 on: December 05, 2015, 06:00:00 AM »

Thanks eyeliner!

To be honest, the nod is as much to desert strike as to UNDER DEFEAT, a great but not very famous dreamcast shooter by G-rev.

As a small update:
Right now, I'm still rewriting all the highscore, pause, score (...) screens, to allow more customization for the user: animated transitions, sounds, fonts etc.
It's time consuming, but I'm making progress Smiley

S.
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« Reply #48 on: January 15, 2016, 11:53:22 AM »


=.... NEMESIS II (GRADIUS) on MSX ....=


Not really a dev post, but a story about why I'm working in the game industry, and why I'm developing the SHMUP Creator!

Original post there :
http://bulostudio.com/2016/01/11/nemesis-ii-gradius-on-msx/

. BIRTHDAY
After being introduced to programming with my VG5000, I’d wanted to quickly acquire a more sophisticated machine. Then came an used Philips MSX. At the time, this computer was of the same quality than his direct challengers like the C64 or the Amstrad 464. One of its advantage was her Japanese conception allowing it to have a cartridge port transforming it into a decent game console. One of the most prolific game publisher on this machine was Konami which released future classics like Metal Gear Solid, Twin Bee, Castlevania, Gambare Goemon et Nemesis (aka Gradius outside of Japan).
And a saturday afternoon, I received as a gift a Nemesis 2 cartridge and after that my life was never the same.




. SHOCK
To begin, the first thing that blow your mind when you start the game is the sound. The Nemesis 2 cartridge has a SCC chip which add five more sound channels to the MSX standard three. More technical informations here.
Listening to 8 tracks musics, composed by a real professional musician was a change from those usual 3 tracks melodies written by the accustomed amateur musician.
Next, the graphics, with huge animated flames, gigantic bosses, destructible backgrounds, which made your eyes cry (unless that cames from the 8 to 8 pixels scrolling. A good reason to later wear glasses…).

. SECRETS
And finally, the secrets : secret passages almost impossible to find, bonus weapons which, at this time, I’d never suspected the existence (I was young and without internet nor gamefaqs, huh), the famous Konami code cheats…
A big souvenir : when you fight a boss, you have to shoot him right in the belly to open a breach in his defenses and then, attack his core (the famous: “shoot the core”). Once dead, the boss stays inert for a few seconds then explode in a sheaf of yellow pixels. And I remember, unforgettable moment, the day where I said to myself “Certainly dumb, but why not try entering the breach, to see…”, and then, the screen disappeared, an unknown bonus level appeared, and I was filled with an enormous feeling of joy, and wonder was glowing in my kiddy eyes.
In truth a good Wednesday afternoon.
And of course, I pass on the game secrets and modifications if you insert another Konami game in the second MSX cartridge port, like playing as Penguin if you put Penguin Adventure or a lot of cheats with Q-Bert.
What a nice time of free secrets, that was before the free2play era my good lady.




. FIRST CONTACT with the GAME DESIGN
I also remember a small detail which struck me at this period: when the player’s spaceship approaches a gun turret too close, this one doesn’t shoot,fair play,to prevent death by an unseen or inescapable bullet. Then I had an epiphany: this game had been conceived by designers (even though I didn’t know this term), that is to say, people which worked hard on a product, thought about it and found solutions to numerous problems, took decisions to improve and make the game pleasant. This was later called game design, or game-play.
I also felt a real difference with usual lousy half games which I was used to. There it was a super production, a team job and a professional one. This was quite the same feelings I had, at the time, playing Super Mario Bros on NES (Well stronger for Mario but this is incomparable).
This is the difference between sophistication and a makeshift job.

S.

A video of this old but great game, not for the faint of heart (yeah, it's really old!):



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suny
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« Reply #49 on: January 22, 2016, 01:47:05 PM »

SPRITES AND SNAP

Hi, some gifs to show the new 2D features: we can now snap sprites in the 3D editor. (the assets are not mine, by the way...)





This other gif show that the snap is using the sprites borders, and works well even if the sprites are rotated:



That's all for now!
S.
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Xonatron
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« Reply #50 on: January 22, 2016, 01:49:05 PM »

This looks so good. I could maybe showcase SHMUP Creator someday as a side project. It would be interesting to do.
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darkhog
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« Reply #51 on: January 23, 2016, 05:38:19 AM »

Will be possible to utilize sprites in 3D mode? So we could get "fake3d feel" (mode7/sega scaler). But then there should be option for billboarding/rendering as 3D doublesided quads, depending on your needs.
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« Reply #52 on: January 24, 2016, 02:37:20 AM »

Quote
Will be possible to utilize sprites in 3D mode? So we could get "fake3d feel" (mode7/sega scaler). But then there should be option for billboarding/rendering as 3D doublesided quads, depending on your needs.

The engine is a 3D engine, and the sprites are really 3d quads in a 3D world.
So, you can mix 3D objects and sprites if you wish, you can tilt and move the camera, the lights can even light the sprites if you want, and the sprites can, or can't, cast shadows.

S.
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darkhog
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« Reply #53 on: January 25, 2016, 01:50:19 AM »

Cool, but does the snapping work for 3D rotated sprites? And can you choose which sprites always face (perspective) camera a.k.a. billboarding? When it's out and if I can afford it, I want to make 2.5D tunnel shooter (with occasional turns, think space Harrier shooting mechanic with turns, etc. from Outrun) and I want to know how hard it would be.
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« Reply #54 on: January 26, 2016, 12:09:19 PM »

Thanks for your comments darkhog!

To answer your question: to be honest, it's currently not possible to create an "on rail shooter" like space harrier, Rez or panzer dragoon with the SHMUP Creator.
My ultimate goal with the SHMUP Creator is to allow people to create any type of shmups. But because of the huge volume of work and because of some technical choices and design choices I choose a few years ago, you can't create on rail shooters yet, nor a real twin sticks shooter.
Some of the features needed for these type of games are already prototyped, but I can't implement them properly for the V1.0 of the tool.
So, I'm focusing right now on what is needed to make a good vertical or horizontal shoot em up.

Anyway, you can tell me what feature you need in order to create your project. It can help me shape the future of the tool!

S.
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suny
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« Reply #55 on: March 28, 2016, 02:16:12 AM »

=.... SCORING SYSTEMS: PREVIEW ....=

Still working part-time on the project, because of a (super cool and top secret) contracting job, but the good news is: my features list is almost complete!
I'm currently implementing the scoring systems: gauge, chains, power up, multipliers, medals....
I'll talk about it in the next update.
S.

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darkhog
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« Reply #56 on: March 30, 2016, 07:52:59 AM »

Cool! By the way, are these TrueType fonts rendered with gradient fill or bitmap fonts?
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« Reply #57 on: March 30, 2016, 12:21:00 PM »

For the scoring/HUD/in game texts you have the choice to either display true type fonts, which are converted to bitmap by the tool at run-time, or to modify the font "by hand" if you want a fancy font.
The score and multiplier sprites are sprites, and you have to create them with photoshop or other tools.

S.
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« Reply #58 on: April 02, 2016, 01:10:08 PM »

This is looking like its becoming a really nice tool.
+1 to maybe not having the white. A darkish grey maybe for now at least. Even in Alpha it will hurt the eyes :D

Really wishing you all the best with this.  I will be interested in picking it up for the right price.
Maybe have a look how scirra.com does things in terms of monetization. Seems they are doing well for themselves.

One question that sprung to my mind...and then prompted me to ask since you guys spoke of Desert Strike.

Lookign through the examples it seems like it's top down, or side-scrolling games. i.e Classic Shmup styles. Any chance of there being something along the lines of Desert Strike? i.e Panning environment?   Blink Blink That could be all kinds of awesome and would really open up SHMUP Creator for  lot of verity in Shoot em up games.
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« Reply #59 on: April 05, 2016, 11:21:54 PM »

Quote
Any chance of there being something along the lines of Desert Strike? i.e Panning environment?   Blink Blink That could be all kinds of awesome and would really open up SHMUP Creator for  lot of verity in Shoot em up games.

Yes, you can Smiley
The player moves can translate the camera.
You can have a vertical scrolling and allow the player to translate the camera a little bit horizontally, if you want.
But you can also have no scrolling at all, and the player will move the camera. You can limit the translation zone and the speed of the camera.
You can also choose the way the player moves: you can use a twin stick set-up, or a keyboard and mouse set-up.

I'm going to make a small demo and a GIF for the end of the week to demonstrate this.
S.
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