Is there any Shump EDITOR avalible

A place for people with an interest in developing new shmups.
ZyN
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Is there any Shump EDITOR avalible

Post by ZyN »

Hey guys is there any shump editor availible to creat own shumps for the PC ?

Or a site wich maybe has some tutorials ?
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Udderdude
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Post by Udderdude »

Development forum is thataway ..

Try gamemaker.
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kengou
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Post by kengou »

The Wii game Blastworks also has a very nice shmup editor.
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320x240
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Post by 320x240 »

There is a commercial one for the PC but I can't remember it's name now. It was announced here earlier (possibly in the development section) but didn't generate any responses (at least not any positive ones). It's got it's own website too but no demo last time I looked. No demo to try out before you buy is kind of a deal breaker... I've never seen any actual games made with it either.
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Post by 320x240 »

Found another 'shmup editor' but development seem to have stalled:
http://homepage.ntlworld.com/dan_richar ... /SeuB.html

Discussion here:
http://www.shmup-dev.com/forum/index.php?topic=1080.0
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worstplayer
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Post by worstplayer »

There are few, but they all have one thing in common, because of various silly restrictions you won't be able to make exactly what you want. Like Udderdude said, just use Game Maker.
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nimitz
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Post by nimitz »

its Shmups, not shumps
originalz
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Post by originalz »

Enterbrain's upcoming "Action Game Maker" has the potential to make a shooter. One of the sample games on their website is a shooter.
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Cthulhu
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Post by Cthulhu »

Did Enterbrain ever release an update to their Japanese PC shmup making program? I seem to remember the last update/release being in 2002. Some neat games were made with that one iirc.
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Rozyrg
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Post by Rozyrg »

I can vouch for Blast Works, too. I've had it since it came out (give or take a week) and I'm still dumping tons of time into making stuff with it.

You kinda have to ignore the crap levels that come with it, though... MUCH better things are possible. It has it's share of limitations, of course; but many of those you can find ways around with a little time and thought. The movement/path editor squashes a few as well. :D

(Now if you could only switch that stupid pivoting off... >_>)
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Observer
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Post by Observer »

If we could get it translated to english... STG Builder (aka, the "Shooting Game Builder") looks interesting. But it's all in watatatata so I cannot quite grasp how complex the interface is but several games have been made with it.

http://maglog.jp/sb/

Other than that, I think if you can manage C++ and check i-saint (creator of the doujin shooter exception) and dixq (creator of Hollow World of God, a Touhou Mountain of Faith based shooter) pages for the game project files you might be able to start easily. The first is using a 3D engine and has a lock-on guided laser missile system (quite useful if it is possible to adapt it and make a Macross-like shooter) and allows for a multi-directional scrolling shooter. That might be awesome if you aim for 3D stuff.

The latter is a more traditional vert shooter but dixq has a bunch of notes/tutorials on how to do patterns, enemy movements and what not, including timing barrages and bullets to the music. There are also videos on Youtube where he makes several "lightshows" to portray this.

As a desperate measure you could also try Danmakufu, a free engine to make Touhou-like games and seems to have a lot of followers. I personally dislike it and think the same time spent on C++ or others would be better...
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Ghegs
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Post by Ghegs »

Moved to Development.
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Post by Pixel_Outlaw »

There is also Fraxy but that it limited to arena style boss fights.


Just learn to program. You will be *much* more proud of your productions. It is going to take time and effort however. Anything worth doing is worth doing correctly. You can piddle around with programs like Flash and Game Maker but the one time you want to do something they cannot do, you have wasted your time. There are plenty of free programming languages/compilers out there and even more help in the form of forums.
Some of the best shmups don't actually end in a vowel.
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Post by null1024 »

Go learn Java, or use GM.
Java is a pretty easy language to learn, with massive support [apps will run on Windows, Mac OS, and Linux/BSD/Solaris/*nix], and has tons of libraries, and GM is one of the most powerful game creation apps out there [but only runs on Windows and possibly in the future Mac].
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Rozyrg
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Post by Rozyrg »

Pixel_Outlaw wrote: Just learn to program.
*sigh*

I'm all for doing things right; but damn. This is one reason why game development is so intimidating to most people (especially math-phobic creative types like myself.) The thought of having to make it all yourself or make nothing is kinda what always scared me away from trying. :P

Sure, most of these are pretty much game-making toys; but it's a start just seeing something you've made come to life. When I started fiddling with BW, I didn't think I'd even have the patience to draw all the necessary graphics for one level. Now I at least I have an idea what I could do if I decided to commit to the 'real thing.'

Of course, you'll get fed up with their limitations eventually, but by then you should know whether you'd rather be actually making games than playing a game where you make games. :)

(Personally, stuff like Blast Works and Dezaemon satiate my game-making ambitions enough, though.)
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Pixel_Outlaw
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Post by Pixel_Outlaw »

You will rarely use math beyond simple addition, subtraction, multiplication and division with simple games.


Want to move a ship left? Take the x position and subtract the speed.
Want to move it right? Take the x position and add the speed.
Some of the best shmups don't actually end in a vowel.
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Rozyrg
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Post by Rozyrg »

Shows you how much I know about programming. :P

*Anyways*, the point was that 'toy toolbox' game-makers are still good, especially for those of us who aren't inclined to take the plunge into actual development.

Honestly, I'm pretty much content to draw monsters, little miniature tanks and stuff and then being able to blow them up. >_>
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Post by LionFish »

There's a relatively new open source game making app called Construct, which uses mostly expressions to build games. There is support for scripting and has a lot of I assume amazing features, but most of the learning material is on their forums, and the only help on shmups at best would come from somebody who's already making one...So far there are a few interesting projects to mention:

Here's a WIP video

A pixellated "build em up?"

Here's one which uses a guitar for it's main weapon?

And finally, one lone discussion on copying CAVE's bullet-slowdown gameply
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eckart
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Post by eckart »

Looks interesting.- Thanks for the info!

I will give it a try.
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Post by 320x240 »

Cthulhu wrote:Did Enterbrain ever release an update to their Japanese PC shmup making program? I seem to remember the last update/release being in 2002. Some neat games were made with that one iirc.
There's a new one. Don't know if it's released yet. The ability to convert your games to Xbox360 sounds nice. There's a shmup plugin too.

http://www.actiongamemaker.com/
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eckart
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Post by eckart »

Yes it is released, but for now only as a japan version.
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Post by 320x240 »

Which is a pity, but at least some of the menus are translated into english.

(Only now did I see that 'originalz' had already mentioned 'Action Game Maker')
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Post by Mr_Staypuft »

I also suggest GameMaker to learn gamemaking.

At least you can learn some good principles, and have some fun making a few simple games
before you move onto more complex things.

Sure - you can then move onto C++ etc later,
but your first experience will have been a bit more rewarding
as opposed to what some might experience as a 'hard slog' with a more complex language.

Oh, and if you think GM games have to be slow & boring,
then have a go at Squid Yes Not So Octopus.

It's pretty hardcore - and made in GM.

However you decide to start devving shmups - good luck!
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Post by Shatterhand »

I also suggest GameMaker to learn gamemaking.

At least you can learn some good principles, and have some fun making a few simple games
before you move onto more complex things.
This.

Gamemaker is a very good introduction to programming. It's simple to learn, it has all basics of a good OO language, and it gives instant results, making it less frustrating.

Also, it's extremely powerful. People usually believe GM it's slow and limited because most people using it are stupid kids who can't do anything properly and are too lazy to learn to use it properly, so most games made with it are mediocre or worse. You can do amazing things with GM if you take some time to learn it properly.
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Rozyrg
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Post by Rozyrg »

Yeah, I finally gave Game Maker a go this weekend and was *very* impressed. Even just starting out with it, tinkering around with a very basic shooter, I see the potential. :)

If nothing else, I'm happy just to be able move graphics I make straight from Illustrator or Photoshop into a project like this.
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monkeyman
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Post by monkeyman »

Rozyrg wrote:Yeah, I finally gave Game Maker a go this weekend and was *very* impressed. Even just starting out with it, tinkering around with a very basic shooter, I see the potential. :)

If nothing else, I'm happy just to be able move graphics I make straight from Illustrator or Photoshop into a project like this.
Glad your having fun with it - if you have little to no programming background (like me) them GM seems the natural choice.

The drag and drop features mean that you can get your feet wet and make some basic games relativley quickly and easily.

I would however advise using the GML language as soon as possible. While it may seem daunting at first that initial investment in time will pay off when your projects get a little more ambitious. There's plenty of documentation around to help you learn as well.

Best of luck
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Post by EddyMRA »

Shatterhand wrote:
I also suggest GameMaker to learn gamemaking.

At least you can learn some good principles, and have some fun making a few simple games
before you move onto more complex things.
This.

Gamemaker is a very good introduction to programming. It's simple to learn, it has all basics of a good OO language, and it gives instant results, making it less frustrating.

Also, it's extremely powerful. People usually believe GM it's slow and limited because most people using it are stupid kids who can't do anything properly and are too lazy to learn to use it properly, so most games made with it are mediocre or worse. You can do amazing things with GM if you take some time to learn it properly.
I will add another vote of support to use Game Maker. Most of the public thinks that Game Maker games are simplistic. It's extremely powerful once you learn the built-in GML language. Since it is extremely similar to object-oriented languages like Java and C++, which I have experience programming in, I picked up GML quickly.

I'm making a remake of Xeno Fighters in Game Maker.
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Rozyrg
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Post by Rozyrg »

monkeyman wrote:
Rozyrg wrote:Yeah, I finally gave Game Maker a go this weekend and was *very* impressed. Even just starting out with it, tinkering around with a very basic shooter, I see the potential. :)

If nothing else, I'm happy just to be able move graphics I make straight from Illustrator or Photoshop into a project like this.
Glad your having fun with it - if you have little to no programming background (like me) them GM seems the natural choice.

The drag and drop features mean that you can get your feet wet and make some basic games relativley quickly and easily.

I would however advise using the GML language as soon as possible. While it may seem daunting at first that initial investment in time will pay off when your projects get a little more ambitious. There's plenty of documentation around to help you learn as well.

Best of luck
Thanks! I'm basically remaking one of my old BW levels as a start. Even putting in all the stuff I originally wanted but couldn't do, I haven't *needed* anything beyond the basic DnD stuff yet. Like I said, I'm impressed.

I can definitely see moving to GML before too long, though. (If for no other reason at this point than getting rid of that ghetto looking highscore table.) >_>
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Post by Aru-san »

Rozyrg wrote:I can definitely see moving to GML before too long, though. (If for no other reason at this point than getting rid of that ghetto looking highscore table.) >_>
It would be much more convenient using GML to program your games. Trust me, it gets VERY TEDIOUS double-clicking each event to change 1 or 2 values, especially when you have one event with very well over 30+ actions. (I program too many shmups with powerup systems. :o )
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Rozyrg
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Post by Rozyrg »

Even this early on, I kinda know what you mean. Mine only has two weapons so far (3 levels each with options) and it's already a mess. :?

Guess it'll be sooner than later...
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