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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sun Nov 24, 2019 12:22 pm 


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That's nice and all, but the question that's interesting is.. when do others get to play with it :twisted:
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sun Nov 24, 2019 8:52 pm 


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Joined: 09 Jul 2014
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Quote:
That's nice and all, but the question that's interesting is.. when do others get to play with it :twisted:

Very good question, indeed!
I'm making good progress right now, I'll tell more very soon.
S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Mon Nov 25, 2019 9:02 pm 


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Will it be good fit for pre-render gfx? Like in Vasara etc.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Tue Nov 26, 2019 7:54 pm 


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Quote:
Will it be good fit for pre-render gfx? Like in Vasara etc.


Yes, to a certain point:
You can use animated sprites, but the animation can only loop.

Another thing: an enemy will rotate with a rotation effect. You can't pre-render an enemy with 8 directions and use them to do the rotation. This prevent to make games like DDPwhere the view is 3/4 perspective.
But a top-down game like Vasara is completely doable with the SHMUP Creator, minus some animation controls.
S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Fri Dec 06, 2019 9:03 pm 



Joined: 06 Dec 2019
Posts: 2
Holy snaps this is pretty awesome. :O Will we get an early access soon?
I plan to make a maker as well for my weird game and im very curious how a better dev would do it.


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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sun Dec 08, 2019 11:54 am 


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Joined: 09 Jul 2014
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Location: France
Some news at last! I'm making good progress righ now, I'll try to keep up the pace until Christmas.
Original post: http://bulostudio.com/2019/12/07/november-update-2/

November update

Image

I’m a Technical artist by trade.
And the SHMUP Creator is my first C++ project: I’m learning as I go. I started to modify a sample and try to display a bullet on screen, then I tryed to understand what is object oriented programming, then I tryed to understand why Visual C++ gives me linker error messages with 150 @ characters etc.
In September I decided to do what I have never done before since I started the project: updating Visual C++ and all the libraries I’m using.
So, I did that…
Of course it broke everything, (API changes, compatibility issues etc.) and I had to modify the code for some weeks before being able to compile again. I converted all the shaders to .hlsl to get rid of .cg, which is now obsolete.

I also did something incredible: I installed Git and now I’m using GitHub. For devs reading this: don’t laugh. Until now I backuped my code manually. Which is ok because I’m the only dev, but which is really bad when things go wrong. Again, don’t laugh, please: It’s never too late!

MEMORY LEAKS:
I did a lot of work on memory: I xas doing very bad things, and memory was growing each time a level was loaded. It’s really better now and quite stable.

POLISH:
I fixed the grid, the update and import of textures, and added a lot of small UI improvements.
The Snap tool was working well, but was failing on some occasions. It’s quite robust now and really improves the 2D levels creation.

Some months ago I wrote a complex hack to add parallax to layers, and it kind of worked. But it was difficult to use and created a lot of bugs and unwanted complexity, as well as bugs with the translation and scale tools. I found another solution and rewrote the thing: it’s now really easy to use and allows users to add parallax to background layers, only for 2D games.

Image

We also did some work on the weapons to make them more easy to understand. Sometimes its only a matter of renaming, or moving some part of the UI somewhere else… Same thing with the waypoints. I’m quite happy with the result.

BETA:
The documentation is almost complete, I added sounds for 2D games, and we are working on another 2D sample game called “Dominique’s adventures”. I’ll write about it next time!

NEXT MONTH, we:
.continue the Content and Artist documentation
.continue to clean the UI and fix bugs
.create all the sound effects
.create a lot of bullet patterns and include them in the package
.I hope to be able at the end of December to distribute an early Beta to some people

Fingers crossed!
S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Mon Dec 23, 2019 2:07 am 


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Joined: 31 Aug 2019
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Holy heck I can't wait. I've been following this project for quite some time and to hear it might be getting a release (even if small and to select people) is really exciting!


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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sat Jan 04, 2020 7:16 pm 


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Joined: 09 Jul 2014
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Location: France
RANDOM BULLET PATTERN #2
Classic style.
S.

Image
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sat Jan 11, 2020 5:40 pm 


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Joined: 09 Jul 2014
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GAMEPLAY TEST #1
Using only the basic SHMUP Creator tools, I'm trying gameplay ideas.

Here: enemies spawning destructible bullets with a 0 speed.
S.

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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sun Jan 12, 2020 1:21 am 


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Joined: 04 Jan 2017
Posts: 190
Hi there, have you ever thought of implementing an upgrade array like Gradius?

That seems to be a nice little stretch goal.


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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sat Jan 18, 2020 10:24 am 


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Joined: 09 Jul 2014
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Hi,
You can't create a real Gradius weapon system.
But you can have power-up and items which change the weapon to another weapon. To have a gradius system, I'll have to mix the two systems, which I don't want to do right now because it would clutter a lot the UI.
S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sat Jan 18, 2020 10:24 am 


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Joined: 09 Jul 2014
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RANDOM BULLET PATTERN #3

.Ikaruga style.
S.

Image
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sat Jan 25, 2020 6:06 pm 


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Joined: 09 Jul 2014
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Location: France
RANDOM BULLET PATTERN #4

10.000 bullets at 60fps.
Still working on the bullet engine optimization: after a while, I'm losing memory coherency and the cache misses slow down the pattern.

Image
S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Mon Jan 27, 2020 12:57 pm 



Joined: 27 Jan 2020
Posts: 2
Will it be possible to make larger enemy ships with multiple destructible turrets on them?


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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sat Feb 01, 2020 7:08 pm 


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Joined: 09 Jul 2014
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Location: France
SHMUP Creator Tool #1 : attach

Can be useful to create boss or complex enemies.

Image
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Wed Feb 05, 2020 8:56 pm 


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Joined: 09 Jul 2014
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Location: France
Still working on the bullet engine optimization.

In this screenshot, there are 10.000 bullets with background and player collisions, at 70-80 fps on my 2016 laptop. I know I can do a little better, but I want to re-focus on completing the beta version of the SHMUP Creator.
I learned a lot of things along the way! Data alignments on memory, trying to avoid cache-misses... I guess those are basic things, but I discovered a lot of those things the hard way.

Image

S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Tue Feb 18, 2020 8:30 am 


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Joined: 09 Jul 2014
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FEBRUARY UPDATE

Original post: http://bulostudio.com/2020/02/15/february-update-3/

Hi there,

No update in January: bad!
But still a lot of things happened.

DOCUMENTATION:
The documentation is complete! And it’s quite big. We still have to finish some small sections and add a few pictures.

ITEM PRESETS SELECTOR:
You can open a window to chose a behavior presets for the items: how will they move, react, are they attracted to the player… And like other things in the SHMUP Creator, there is an animated preview to help users chose.

MENUS:
A lot of contextual help messages have been added to the menus to help users understand what the properties are doing.

COPY/PASTE:
In the SHMUP Creator you can quickly duplicate anything: just hold Shift and drag the selection.
But sometimes, you want to paste your selection far away, and duplicating is awkward. So I added a copy/paste feature: select something, Ctrl+c, Ctrl+v somewhere else, and voila!

SOUNDS and MUSICS
We got rid of all the unlicensed musics and sounds, and we created sounds and musics to replace them.
The Blade of Death sample game has original musics now, as well as new sound effects, and the in-game tutorials too. We still have to do the same for the 2D space sample game.

OPTIMIZATION:
I optimized the engine a lot. Now we can display 10.000 bullets in 60 fps with collisions on my 2016 laptop! Maybe I’ll write a post about it in the near future. I’m quite happy with the results. There is still room for improvements, but it’s for later.

Next:
Steam paperwork (at last!!!), and keep working on the beta in the meantime.
S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Fri Apr 03, 2020 7:39 am 


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Joined: 09 Jul 2014
Posts: 103
Location: France
Original post: http://bulostudio.com/2020/04/01/march-update-2/

Image

MARCH UPDATE

Hi,

Very small update for March.

Since the middle of March, France is confined. The situation is stressful and it’s hard to re-organize our life. I’m working form home for my employer and am still trying to work on the SHMUP Creator.
But we are not making much progress on this project right now.

Nevertheless, I corrected a few bugs and polished the translation and rotation tools.
I also created a few bullet patterns which will be included in the package as well as some default assets.
I spent some time cleaning the SHMUP Creator datas too: there were a lot of old files, unused assets and missing sounds.

That’s all.
We’ll try to spend more time on this project in the next few weeks: I’m sure it’s important for the spirit to make progress on personal projects!

Take care,
S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sat Apr 25, 2020 6:45 pm 


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Joined: 09 Jul 2014
Posts: 103
Location: France
Hi!
Just a small update:

We are officially Steam devs!


[img]
https://i.imgur.com/aihjlHK.jpg[/img]

Still a lot of work, but an important milestone for the SHMUP Creator.
I'll write an update next week :)
S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sat Apr 25, 2020 7:28 pm 


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Joined: 18 Jun 2012
Posts: 3923
Location: Chicago, IL
I'm looking forward to seeing where you're going with this, suny!
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Tue May 05, 2020 5:56 pm 


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Joined: 09 Jul 2014
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Location: France
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APRIL UPDATE:
Original post: http://bulostudio.com/2020/05/04/march-update-3/

Hi everyone,

Despite the virus situation, we managed to make good progress on the SHMUP Creator.

STEAM
First of all, we are now an official Steam developer!
This is a really great milestone for us. We are in the process of integrating the Steam DRM and uploading the game on Valve’s server for the first time. We still have work to do on the store and the library, but it means we are going to be able to start the closed beta in a few weeks!

Image


UNICODE
Until now the SHMUP Creator wasn’t working on OS using foreign characters: for instance, on a Japanese Windows, the tool crashed. We are in the process of modifying some of the tool code to allow the import of assets on foreign systems. It also means modifying external libraries, like the one responsible for the FBX 3D models import.

LIBRARIES
Speaking of which, we updated all the libraries we are using (Ogre3D, MyGUI etc.) to their latest version.

NEXT
It’s still difficult for us to find enough time to work on this project, and it’s more difficult than ever right now, but we are quite excited: the beta is really almost ready!
Also, we are working slowly on the SHMUP Creator store on Steam. It means working on a trailer and such.
Still so many things to do…

S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Wed May 06, 2020 11:15 pm 



Joined: 27 Jan 2020
Posts: 2
Awesome! I assume you will tell us how to sign up?


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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Thu May 07, 2020 4:17 pm 


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Joined: 09 Jul 2014
Posts: 103
Location: France
Yes, I will!
I'm not exactly sure when and how though.

I'll start slow with a few people I know in a few weeks, and then I'd like to find other people willing to spend some time with it and not be afraid to communicate when they found an issue.
For now, if you are interested and have a project in mind, don't hesitate to write to: contact@bulostudio.com
S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Wed Jun 03, 2020 7:22 pm 


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Joined: 09 Jul 2014
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Location: France
Original post: http://bulostudio.com/2020/06/03/may-update-2/

MAY UPDATE

Hi there!

We are making good progress, and the closed beta will start in a few days.
At last!

POLISH
Last month, we corrected a lot of bugs as well as adding last-minute features to the SHMUP Creator:
. better collisions
. scores and multipliers fonts are now using the same engine as the animated sprites
.small sprites can now be scaled and use a special shader to keep the pixels sharp. Perfect for games using pixel art.

Image


UNICODE
A lot of work went into correcting the code to make the tool work on systems using foreign characters. It was not a trivial thing, and it should work now. I had to implement a new 3D importer library, for the better: it will allow me to add new 3D formats in the future.

STEAM INTEGRATION
We completed integrating Steam to the SHMUP Creator. The store is almost ready, we received the first keys for the beta and everything seems to be in order.
Exciting times!

NEXT
We’ll start in a few days to distribute some Steam keys for the closed beta, starting with a small group of people.
There are still a lot of things to do on our list: marketing, translating the tool in French, creating a website for the game, completing the 2D game…

Don't forget to subscribe to our mailing list to know when the game will be available:
http://www.shmupcreator.com/

See you soon,
S.
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 Post subject: Re: SHMUP Creator: build and blast
PostPosted: Sat Jul 11, 2020 2:40 pm 


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Original post: http://bulostudio.com/2020/07/10/beta-version-june-update/

Image

beta version (June update)

THIS IS IT! WE STARTED THE CLOSED BETA!

This is really emotional and exciting. We started this project years ago, slowly, part-time. And now, real people are using it. There are only a handful of beta testers for now because we want to have time to properly listen to everybody and address the (numerous) issues. But those people are already creating incredible things with the tool! It’s a really great feeling to be surprised by its own application. Thanks people for your time and dedication, you give us the energy to make the SHMUP Creator even better.

PROGRESS:
. the SHMUP Creator is on steam for beta testers
. the on-boarding is better
. use a new inputs library: better gamepads compatibility and hot plugging
. lots of crashes and bugs fixed
. better UI
. new small features added

NEXT:
Fixing the issues is taking a lot of time, but we really have to progress on the trailer if we want to open the store on steam, ideally at the end of August.
I’m going to add some new people to the beta and continue to listen to advice, critics and bug reports: there are already some areas of the SHMUP Creator I want to modify to allow more creativity.
That’s quite exciting, and exhausting (doing this on top of our daily job), but also rewarding.

Stay tuned!
S. & Z.
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