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 Post subject: Work in progress
PostPosted: Mon Jul 05, 2021 10:58 pm 


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Joined: 31 May 2021
Posts: 35
Hey all,

I am working on a project and wanted to share some footage w/ the community. You can see it here.

In this clip, I'm just spawning some enemy types one at a time to test their behaviors. Please let me know if you have any feedback!

Notes
    1. All art is placeholder
    2. All sound is placeholder
    3. There's no level design yet
    4. All bullet patterns are subject to change


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 Post subject: Re: Work in progress
PostPosted: Tue Jul 06, 2021 11:45 am 


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Joined: 13 Jan 2020
Posts: 36
This is really nice. I see that ddp may be your model (at least for now) :)
I hope further videos !


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 Post subject: Re: Work in progress
PostPosted: Tue Jul 06, 2021 12:27 pm 


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Joined: 13 Sep 2019
Posts: 384
How did you make it, what language or you use a software ?
It looks like you copy complete dodonpachi and change it ?, how u do that.

You should add many enemys in big waves as stress test.


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 Post subject: Re: Work in progress
PostPosted: Wed Jul 07, 2021 2:51 am 


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Joined: 31 May 2021
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heli wrote:
How did you make it, what language or you use a software ?


I am using Unity and C#.

I will post more vids of my progress as I make it :D


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 Post subject: Re: Work in progress
PostPosted: Wed Jul 07, 2021 5:39 pm 



Joined: 16 Jan 2021
Posts: 15
nice setup


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 Post subject: Re: Work in progress
PostPosted: Wed Jul 07, 2021 11:56 pm 


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Joined: 09 May 2019
Posts: 34
Nice prototype, looks like you have that shmup feel down.
You're the dev behind Primal Light, right? I am curious why you moved away from Godot?


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 Post subject: Re: Work in progress
PostPosted: Thu Jul 08, 2021 3:43 am 


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Leander wrote:
Nice prototype, looks like you have that shmup feel down.
You're the dev behind Primal Light, right? I am curious why you moved away from Godot?


Thanks, Leander.

Yep, Primal Light was my previous project, made by me and my good friend. I am very fond of Godot and plan to use it more in the future, but I decided to start prototyping this in Unity just to learn more about that engine. I eventually hope to make a living doing game dev, so am trying to diversify my skillset a bit, heh.


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 Post subject: Re: Work in progress
PostPosted: Thu Jul 08, 2021 2:03 pm 


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Joined: 13 Sep 2019
Posts: 384
Primal light looking good.
I am sure this game will be good also then.


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 Post subject: Re: Work in progress
PostPosted: Sun Jul 18, 2021 7:42 pm 


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Joined: 31 May 2021
Posts: 35
Made some progress. https://youtu.be/nziLd5dPAgs


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 Post subject: Re: Work in progress
PostPosted: Tue Jul 20, 2021 11:59 am 


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Joined: 13 Jan 2020
Posts: 36
Your progress are fast ! Now it's a bit Ketsuish :)


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 Post subject: Re: Work in progress
PostPosted: Fri Jul 30, 2021 5:22 am 


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Stress testing some bullets. https://www.youtube.com/watch?v=t7Ae3paYYLU


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 Post subject: Re: Work in progress
PostPosted: Fri Jul 30, 2021 5:46 am 


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What is the maximum bullets to have an impact of the framerate ?
(i should redo a stress test in my project because i don't remember the max value :) )
Here, i have about 250 but it wasn't a stress test. The fps was wrong because the video was captured directly in unity editor.
(at 01:25: https://www.youtube.com/watch?v=3MEfBRKQT14)
Do you have an active collider on each bullet ?
I heard that it can reduce the perfs. Some people use a colliderless method.

Are your bullet sprites animated with a script or with the unity animator ?
I wonder what is the best option for performances.


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 Post subject: Re: Work in progress
PostPosted: Fri Jul 30, 2021 6:45 am 


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9uile wrote:
What is the maximum bullets to have an impact of the framerate?


In the video I posted above, I only have around 600-700 bullets on screen, but even at around 2,500 bullets, the project runs well above 60 FPS, even in the Unity editor.

9uile wrote:
Do you have an active collider on each bullet ? I heard that it can reduce the perfs. Some people use a colliderless method.


I do not have a collider on the bullets. My EnemyBullet class is a simple class that doesn’t even inherit from MonoBehaviour. The only attributes it has are pos, vel, rotation, speed, and reference to animation data (more on that below).

I received a recommendation in another forum post here that Collider2Ds were blazing fast, especially if you have a RigidBody2D on the object with them, but I noticed performance issues when I started putting hundreds of bullets on screen. That said, it wasn’t just the physics causing issues. Even with an object pooling system where you activate and deactivate objects rather than instantiating and destroying them on demand, the activating and deactivating eats a bit of performance. Similarly, I found when using the profiler that Animator updates were eating up quite a bit of performance when there were hundreds of bullets on screen, all animated.

That brings me to your final question.

9uile wrote:
Are your bullet sprites animated with a script or with the unity animator ? I wonder what is the best option for performances.


I found that using the native Unity animator functionally was not the best option for me. I discovered this video on YouTube where Code Monkey uses the preview ECS package to render 100,000 animated sprites. I first tried following that method directly, converting my project to ECS, but ultimately I stalled out, so went back to normal Unity object oriented stuff. I nevertheless managed to port the method over and it works well.

Basically, rather than have a SpriteRenderer and Animator on a GameObject, I have another bare bones class called AnimationData that contains info like frameCount, frameDuration, currentFrame, uv, trs_matrix. Each bullet has a reference to an instance of this data.

The data itself is used by a BulletRenderer singleton script on a GameObject in my base scene, which has a reference to a single quad mesh and some simple materials which contain my bullet spritesheets. Each frame I update the bullet positions, I also update the anim data for each bullet (by altering the trs_matrix to make sure the draw follows the bullet and so on), along with checking to see if I need to advance the current frame. Then, in my BulletRenderer, I batch the AnimationData into chunks of 1000 and use Unity’s DrawMeshInstanced() to render them from the single mesh.


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 Post subject: Re: Work in progress
PostPosted: Fri Jul 30, 2021 9:21 am 


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Joined: 13 Jan 2020
Posts: 36
Thank you for sharing your experience.
I'm waiting the next prototype video :)


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 Post subject: Re: Work in progress
PostPosted: Fri Aug 06, 2021 10:15 pm 


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Working on tank behavior. It's harder than I thought to create a flexible system. https://youtu.be/QTHkVzPNuFs


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 Post subject: Re: Work in progress
PostPosted: Sat Aug 07, 2021 12:59 pm 


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Joined: 02 Jan 2021
Posts: 16
Great work! This is looking really nice. Congrats.
_________________
https://twitter.com/LMachineGames


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 Post subject: Re: Work in progress
PostPosted: Sat Aug 07, 2021 7:26 pm 


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Lost Machine Games wrote:
Great work! This is looking really nice. Congrats.


Thanks! I am excited for TechBeat Heart.


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 Post subject: Re: Work in progress
PostPosted: Sat Aug 07, 2021 7:28 pm 


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I added a training menu. Also working on the behavior of enemies that home toward the player after spawn. https://youtu.be/xGOd0OIko1s


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 Post subject: Re: Work in progress
PostPosted: Wed Aug 11, 2021 4:52 am 


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Large enemies w/ bullet cancels. https://youtu.be/gR4gCZeVGP0


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 Post subject: Re: Work in progress
PostPosted: Tue Aug 17, 2021 4:54 am 


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Added new stuff. https://youtu.be/QeD8lJVNGVc


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 Post subject: Re: Work in progress
PostPosted: Tue Aug 17, 2021 8:33 am 


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Still nice !! I like to see your updates. You are really close to a keitsui/ddp clone. Do you plan to put more personal ideas or mecanics soon ?


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 Post subject: Re: Work in progress
PostPosted: Wed Aug 18, 2021 5:44 am 


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9uile wrote:
Still nice !! I like to see your updates. You are really close to a keitsui/ddp clone. Do you plan to put more personal ideas or mecanics soon ?


Thanks. I eventually plan to add my own spin on things, but for now I mainly adhering to the Cave mold just so I can learn technique.


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 Post subject: Re: Work in progress
PostPosted: Wed Aug 18, 2021 2:41 pm 


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Posts: 384
The text in screen is to big, have you tried any smaller ?
Ok i seen cave games that spam the whole screen with crap, maybe you like that.


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 Post subject: Re: Work in progress
PostPosted: Sat Aug 21, 2021 5:37 pm 


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Walking tank, like in Raiden II / Raiden DX. https://youtu.be/prMG1pt51dA


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 Post subject: Re: Work in progress
PostPosted: Sun Aug 22, 2021 11:11 pm 


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Testing random combos of bullet patterns for bosses. https://youtu.be/_Y8loePPFSI


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 Post subject: Re: Work in progress
PostPosted: Tue Aug 24, 2021 7:33 pm 



Joined: 01 Mar 2008
Posts: 134
Location: Finland
Your ground enemies seem to do a strange 360 somersault when they appear from the right side of the screen.


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 Post subject: Re: Work in progress
PostPosted: Tue Aug 24, 2021 9:57 pm 


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I am not yet setting their initial look direction when they spawn. Also spawning them in view rather than fully offscreen. I plan to fix in the future.


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 Post subject: Re: Work in progress
PostPosted: Wed Sep 01, 2021 9:13 pm 


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Testing a few midsize enemies. https://youtu.be/Hp-63u9HhOc


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 Post subject: Re: Work in progress
PostPosted: Fri Sep 03, 2021 5:32 pm 


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Image

WIP tutorial screen. Mechanics are tentative.


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 Post subject: Re: Work in progress
PostPosted: Wed Sep 08, 2021 7:16 pm 


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Image

Working on two-player support


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