This is the support thread for our shoot 'em up creator system: Shmup Baby.
Tutorials: Youtube Playlist Link
Important Note:
This version has been upgraded to a second version with a paid upgrade option, this version will be deprecated and support and development will move to the second version which we believe has a much stronger foundation for handling updates and upgrades.
Please do purchase the second version (AKA Shmup Boss) instead of this one . This version has been deprecated and completely replaced by Shmup Boss.
Version 2.0 ( Shmup Boss): The second version, Shmup Boss is available here: Shmup Boss | Systems | Unity Asset Store
**You can feel free to ask any questions, read the new documentation or watch the tutorials which all can be found in Shmup Boss support thread: Shmup Boss - Support **
FAQ:
Is this pack mobile compatible, does it support mobile controls, how about joystick? Yes, this pack uses Unityâs default input and we have touch input for mobile and a virtual joystick for mobile. It also supports joystick input.
Does this pack implement a pooling system? No proper pooling system at the moment, but so far this pack works fine on mobile performance wise.
Do you support a perspective camera? No, at the moment itâs only an orthographic version.
Is this script easily expandable or can I modify it to fit my needs quickly? We really canât say yes as we donât know how or what you are going to do with it. But we did include a code sample and the documentation which you can download from this post. But generally speaking if you are some sort of advanced developer and have a very specific game in mind your are better off starting from scratch and not buying any assets to customize.
Does it support 2D tile map? No.
I am having problems with Unity Ads? Unity ads services are known to require some magic on occasions, if this is the first time you use it and you canât get Unity Advertisement to work or for Unity to find the name space. Try disabling/enabling Ads, saving your project and restarting Unity. You can also try reimporting the pack and using a different project ID for it. For more information and to see that this is a general Unity issue you can visit this thread: Namespace Advertisements does not exist in UnityEngine
Looks great so far! I have been running some of the examples, in particular, the submarine one and I notice that the sub is directly under my thumb. Is there a way to move the player sprite to be ahead of where the user is placing their finger?
Thanks, happy to know the experience was good so far.
We can add this one in the next update. we have two options to do it, either to add a displacement for where your finger is or to create an additional object that will control the movement for your touch input.
A quick fix is to move the player visual and collider away from the pivot> But please note that if you did this; enemy missiles wonât hit you because they actually target the pivot point and not the collider
This is a very important request and it should have been obvious for us to do before releasing, but with a pack of this size I hope you understand that few things surly have slipped by, but we will do everything to tackle them as soon as possible.
Will add just now to the first post, a list of features and fixes that will be in the next update.
Iâm working through the first video tutorial and I have the Player, Enemy and Wave all setup and playing however, If I continue shooting after the last enemy and before the Level Complete screen pops up, I get the error below. It appears to be that my bullets are hitting the Box Collider for the Level Controller. If I turn off the Box Collider I donât get the error but I also never get the Level Completed screen.
=== Error
MissingReferenceException: The object of type âLevelUIManagerâ has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
I understand how this must feel on your side, but rest assured that we will do everything to make this work for you.
Can you please send us your scene? This way we can know exactly whatâs happening and if there is anything that needs to be changed we can send the solution back to you ASAP.
Meanwhile can you please check the player layer and enemies layer and to check the index number of the waves and player inside the level controller. Also the enemies, player and waves should be disabled inside the scene hierarchy, the player and enemy waves will be spawned by the level controller. You can compare your scene to the first tutorial scene saved under the tutorial folder in scenes.
The way we designed the package, the particle bullets should never hit the box collider of the level so we couldnât replicate the problem you have. if none of the above things work, please send us your scene file and we will take it from there.
Thanks a lot for the review and looking forward to solving anything that you might encounter.
BTW; our E-mail is: info@ebalstudios.com
Whatever it was, it appears to have resolved itself. I had double checked all the layers and indexes but also continued on with the other tutorials so maybe I made a change that I had incorrect because It is working fine now.
Thanks for the reply and all the info I needed to check!
Hi Didier, man I just tried removing these trails and now I feel exactly like you! canât get rid of them!!
Please accept our apologies for this one, we added the trails at the beginning, and when we tested the game we only made couple of trails and looks like we never tried actually removing them Thank you so much for spotting it out, will fix this one on Sunday and send you the script or make it available on the drop box folder if you guys didnât want to wait for the next update.
Immediate solutions for the trails, give the trail time and width a value of zero or a material which has an invisible sprite (empty sprite) or start a new weapon prefab LOL I know these solutions are too crude and primitive but just until we give you the new script after couple of days.
Now for the background, the background is a different issue and I think I should make a video about it but I am waiting for few things like those to group them in a single video.
The background determines your game field, so if itâs bigger, everything will be smaller, just like making a soccer game field bigger but keeping the players size the same, you player, enemies and waves wonât change scale.
If you change the background size, by for example changing the resolution of your background texture, your game field will become bigger and everything else appear smaller. (again accept my apologies on this one, will add a help box in the next update and maybe I can point this out more in the tutorials.)
Solutions if you change your background texture resolution:
Change the sprite pixel per unity value. (if you used a 2048x1024, instead of a 1024x512, make that value to half).
Scale the background in the background controller, check override scale and scale the background there. it should fix everything.
Let me know if this helps Didier, I know getting up to speed with this script might have been some effort, This is the first big pack we make and were learning as we go how to make things user friendly.
We have a 2D sprite system called âDirection Sprite Swapâ to change sprites based on movement direction, to learn more this tutorial will help: https://www.youtube.com/watch?v=Ib2cQCBvbwU
I am not sure if you can call this a complete bullet hell system, but our pack weapons system can do quite a lot, everything you see in the trailer is included and can be implemented using our package, radial and path weapons with modifiers for rate control and rotation are available, for a better idea. This tutorial will help: https://www.youtube.com/watch?v=Ib2cQCBvbwU
At the moment we do not have a pooling system. Our package has a lot of features and offers huge customization capabilities and each prefab is made up of many other smaller components which made it challenging to implement an efficient pooling system, but in future version we might include one if we felt it significantly improves the performance.
I working 2D game.
I want anymore about move system. I seen your video. And I have 4 frames for left direction, frame by frame as angle. You only change one frame, I think you forget something?!
Apologies Vudong, but our system currently uses only one image for each direction.
Using our script you cannot use 4 images (frame by frame as angle) for the direction.
Edit on 30th January 2019 In version 1.2 you can now have as many frames as you want through the use the Direction sprite swap gradual component.
Hello, First off, just bought your package as it looks really good from what Iâve seen of it and Iâm really happy that you have done the docs as PDFâs (with numbers on the pages for printing out) as it means I can stick them on a USB stick and read them turn lunch at work - which is a big think for me as I donât get that much spare time when home.
Iâm planning on making a Gradius / Nemesis style game with your kit (my favourite shooter series).
With that in mind I have a couple of requests if possible.
Does the level creation support tile mapped level so the player will need to dodge the landscape or crash.
Does it support walking enemies.
Can you make multiple / drones that follow the player and shoots when the player does.
I understand you are making a boss editor, so thats great.
Is it possible to make the level stop scrolling a certain points (for boss fits for example).
Coin collection to buy upgrades (same was as in Gradius or a shop).
Also on a different note, just seen your mind dodging game which looks really nice. Is it possible to do the rotating mini arena style game using this kit? Would love to make a little asteroids style game.
Sorry for all the questions, but your kit shows loads of promise and has given me plenty of ideas for games to try.
(sorry posted this in the old forum).
Thanks a lot man, Gradius is one my favorite games, I think you can get something somewhat close to it but there will be some features which will be challenging to do in this version like walking enemies and having the missiles/bombs react the way they do in Gradius.
Tile map is not supported now, but alternatively you could consider using enemies with a collider and no weapons with a visual similar to terrain or level. Just as a workaround, if you place it correctly you might get something that will behave like a terrain. (For example, the gate at the beginning of the vertical space demo)
Sorry Mike :(, no walking enemies for now, this would need a completely new mover.
For the drones, you can try this, it is not exactly what you need since the movement is not the same as graduis and is basically a static parent but maybe itâs something you can use, I recorded this quick video to show this trick:
For the boss, coin shop and other upgrades, we will certainly use these ideas at some point but we absolutely cannot give any estimated time for release, as we are considering rebuilding the whole package from scratch to better accommodate for future changes and make it more solid, and this may take up to a year. Will update this thread to make it clear as somethings have changed since our WIP plans and ones after release.
Anyways thanks again Mike for your purchase, really happy to know you are using our pack, good luck with everything
Thanks for the quick and detailed reply back (way more than I was expecting).
Iâll have a bit of time over the weekend to have a play with your kit and see what I can get out of it. For once the documentation in a kit seems straight forward and logical.
Thereâs million and one different style of shootâemâups and I donât expect you to be able to cover everything, especially i your first release, but what Iâve seen of it and read, it looks really good.
Thanks again for the quick and detailed reply, itâs much appreciated.
I about to finish up on the current game I am working on and am looking at buying this asset for my next game I am currently designing. I have watched all of the tutorials and it fits about 90% of what I am wanting in the game. So my question is is the code well documented so I could write custom movers or change how some it works to fix my needs?
The script comments should cover all aspects of the script and hopefully will enable you to understand it and get around making your own changes. I am attaching here a sample of one of our movers, with the base code for it to give you an idea if this is something you can work on.
The PDF documentation that comes with the package is mostly concerned with things from an application point of you. i.e. mostly what all the public fields are and how to use the script, but it does not explain how this script is functioning from the inside or how itâs actually working. I am attaching the PDF documentation over here as well.
Generally speaking, we cannot guarantee that users will be able to modify the script easily to make the features they want, because there could be an infinite possibilities of what to change and some might prove more challenging with the way our script is laid out than others. But I hope the code sample help you get an idea.
Good luck with your next project, whatever you finally decided it to be, I am sure it will be awesome!
Hey Thanks for the info. This all looks really good. I Found this project because I am looking at you Spaceship collection. I think it would be a no brainier purchase for me if you had a mega pack that included this and all you space assets in one package.
Once I wrap this current project up I will make a final decision.