We are very happy to announce that the 1.6 update is now live on Steam!
This update contains a lot of new features as well as numerous bug fixes.
01. New features
Engine
Steam Deck compatibility
Stand-alone games are working on Steam Deck! You may have to enable Proton for your game (Properties > Compatibility > Force the use of a specific Steam Play compatibility tool).
(Known issue: shadows are not working for 3D objects yet)
https://youtu.be/JVipo8OeX0w
DirectX11 and Graphic engine update
The SHMUP Creator engine now uses DirectX 11. We are not supporting DirectX9 anymore. Users don't have to install DirectX9c to play with stand-alone games anymore and as a result, games should work on any PC from the start.
We also updated the Ogre3D graphic engine.
Editor
Duplicate Explosion element
There is a new Duplicate explosion element button to help you quickly duplicate explosion elements to create big explosions composed of several small explosions.
Triggers connections optimisation
Some users love Triggers and are using a lot of them! We optimized a lot the Triggers connections rendering to improve the editor navigation speed.
Gameplay
Particle locator in front or behind of sprites
It's easier to choose the rendering order of a particle locator regarding its parent sprite. For example, if you add a particle locator to the player, you can choose to display the particles behind the player, or on top.
Invisible enemy
You can attach enemies to an invisible enemy and create complex enemy behaviors and animations. For example, you can attach a boss using a looping waypoint path to an invisible enemy that will move it from out of the screen to its start position. Or attach several enemies to a rotating invisible enemy to recreate the R-type circle enemies from the 1st level.
Bomb cooldown property
This will add a cooldown duration during which it's not possible to launch a bomb.
Bomb trigger Override bullets cancellable
If checked, all bullets will be canceled by the bomb, even if they are not individually cancelable.
Misc.
You can now connect WeaponSet and Kill triggers to the player. For example, you can use Button triggers connected to Weapon set triggers to change the current weapon set: when the player presses the pad left trigger or right trigger the in-game player will use a different weapon.
{STEAM_CLAN_IMAGE}/40606287/3002391fb42b217702d5d14f1da4627c346ff0e3.jpg
The maximum weapon set number is also increased to 64: so go crazy :)
Controls
Button triggers allow directions as input
You can do a lot of things with this feature. You can create a custom menu, spawn different particles depending on the pressed direction button, change the player's weapons, etc.
Analog triggers support
You can assign those analog triggers to weapons or use them with the Button trigger.
Misc.
There are now 8 possible buttons instead of 4.
You can choose how many buttons are displayed in the start menu: for example, if your game uses only 2 buttons, no need to allow button remapping for other buttons.
Polish
We removed the Optimize background rendering feature as it caused too many issues.
More pictures are preloaded to avoid hitches during the game
02. Bug fixes
- Fixed a crash occurring during the Blade of Death tutorial (regression)
- Item attraction radius was wrong in Perspective camera
- Particle locators rendering order wasn't stable
- With a laser, left, right, or gravity only worked when there was an enemy on-screen
- Player enemy collision damage was framerate-dependent
- Whenever the Player Control trigger is activated, FX effects attached to the Player would restart
- Weapon set trigger editor: only allows switching weapons up to set 20, despite the current weapon set limit being higher
- Setting the player's hitbox position via "point position x / y" didn't update the preview as well as the player's gamebox
- If an item spawner item type was set to none the spawner would spawn a 'not found' item
- Player's gravity wasn't saved
- Damage should not be tied to the visual explosion with Smart bomb trigger
- If the player simultaneously fires both laser and bullets, then damage output is greatly reduced: now the hits are separately handled
- Alt-tab with a stand-alone using Old T.V. post-processing loses the HUD and texts
- Waypoint weaponSet was limited to the 10th weapon after reloading the level
- A bullet with 0 damage was still damaging the player's shield
- The last enemy waypoint aim speed was using the 1st waypoint aim speed value
- Trigger player "hide player" doesn't freeze the player anymore
- Some player physics settings were used even if Use physics was unchecked
- When switching a bullet to additive blending while the engine is open doesn't render correctly until saving and reloading the level
- Score screen score animation wasn't frame rate independent
- Grid was visually offset (regression)
- With a charge shot weapon, the warm-up duration wasn't reset when the player stopped pressing the button (regression)
- Tutorials music was not playing or stopping (regression)
- Hitting keeps the chain alive 1st hit on an enemy wasn't registered