So this is basically a new and shiny SEUCK (Shoot Em Up Construction Kit) from back in my Amiga days. Cool, I had some fun with that so I might give this a look.
I don't mind single-genre engines. In fact, I love them. They let me focus on making the game I actually want to make. But the price is not justified for me because of the export choices. Even if it was an HTML5 engine and couldn't export to consoles I'd be happier. But no export to mobile devices is a deal-breaker in this day and age.
smh, download open gl and scream for 3 hours straight cause you've given up on using game engines cause you so insecure on performance *couldn't be me*
I mean, that's true of any kind of game you choose to make. Assets are always time consuming. Mike made a video recently about a spaceship maker app by Kenney. If his art style pleases you, that might give you a headstart.
70 bucks? Sure, it's on sale right now for.... $63 but still. Not particularly attractive pricing,--for me, but maybe it is for you--all things considered.
I am having a blast with this. It doesn't get any more accessible. Hopefully they add click move and camera scrolling based on player movement so I can make some diablo style action rpgs :)
a year later, it's still sitting at $80 cdn. Seems to be updated fairly regularly but damn. Would love to see your take on unity's template asset, Shmup Boss and see how it compares to something like this in terms of value.
The included assets aren't massive, from a sprite/model perspective. In terms of tooling, sounds, effects, etc... it's pretty comprehensive, but you're going to need an artist or art packs to do anything of substance with it.
Wow 70. I was interested, it looks great & can probably be adapted to a lot of game types. But 70 makes me struggle with the idea of purchasing. Maybe a limited time introductory price to get it in the hands of enough people to develop a community & some momentum? Doh I see $63 intro price, still I would think something like $45 might be better, as an intro price.
Well it’s cheaper in my country (around USD 21 at the moment) so I might grab this up… Haven’t read all the description, but can you make a standalone version of your game and actually sell it?
I really like the trigger boxes with node connections to make simple stuff happen. I may code something like this for a different game engine. It's very user friendly way of setting up your levels.
It got a price now, here its EUR 53 with 10% launch account. So while its interesting and the costs are fair for a complete engine, its too expensive for me to just toy around with it. I think it would attract more users when its free until you actually release something with it.
Yeah, that is certainly going to be a painful pill to swallow. I think though on Steam it does make a certain amount of sense to overprice initially anyways, as so much of your sales are made during the semi annual steam sales, so you've got room to discount more.
I'm a huge SHMUP fan. But this engine seems overly basic. Without the ability put your own code the limitations come up fast. I mean there doesn't seem a way to attach "options" to the player craft (shmuper speak for little craft/things that follow the player around). Or even allowing basic BUZZING (a risk/reward game mechanic gives the player some kind of reward for letting ememy bullets touch there sprite, but not hitting the actual tiny hitbox within that sprite). Also, from some of the videos I've seen of this engine, it seems to have issues the layering of enemy bullets (anything obscuring enemy bullets is a big sin in SHMUPERS circles).
Incredibly simple. Just take your bmp png fbx files and put them in the sub folder of the app for your game. You can then select it from the in game UI. There are separate folders for player, background, etc. It also supports hot loading. Make some changes, save over the prior version and the game swaps to the update version on the fly.
Well footage is recorded at 30fps, so you're not getting more than that. I didn't notice any choppiness while using it personally. That same, I'm not really sensitive to frame rate.
Hey man, love your videos, but why do you think a game engine that only exports to Windows is "not for professional game development"? If you look at Steam statistics on user's operating systems, gamers are 95% Windows. Therefore, I would argue a Mac/Linux export is a giant waste of engineering effort/time. On desktop, Windows is the ONLY export needed for professional game development.
@@BenMcNelly I rip the vid from youtube, rip all the frames from the vid and run through AI to increase frames. Then playback on 20 speed where it proceeds to crash because nothing can support that amount of frames per second
@@kernsanders3973 Listen man, get back to me when you are out here like me, taking your extra frames and having them printed all in a row on a long reel of paper, then using an xbox kinect and mystical arts to neural face swap nicolas cage onto each frame he shows his face, before recombining into a quicktime animation that wont play back because macromedia crashed on my imac G3...
I saw this and was immediately reminded of trying to make a shooter when I was a kid and had Shoot 'em Up Construction Kit (S.E.U.C.K) on the Amiga. Fun times! ruclips.net/video/CHsrI9_O9PU/видео.html
Links
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Honestly I like it when an engine just picks a game genre and focuses on it. Sometimes the Does Everything engines get in the way of themselves.
So this is basically a new and shiny SEUCK (Shoot Em Up Construction Kit) from back in my Amiga days. Cool, I had some fun with that so I might give this a look.
This is so awesome for someone like me who has shmup ideas but can't program his way out of a paper bag, excited to try this out!
This has so much potential! I'm really looking forward to seeing what the community creates with it
Me: *wonders if the toolset is flexible enough that I could feasibly make a top down racing game using the SHMUP Engine*
It's fantastic!
Bought it last sept, making a hand drawn game called
Collidescape...
I don't mind single-genre engines. In fact, I love them. They let me focus on making the game I actually want to make. But the price is not justified for me because of the export choices. Even if it was an HTML5 engine and couldn't export to consoles I'd be happier. But no export to mobile devices is a deal-breaker in this day and age.
Looks amazing. I'd love to create one. I know it would take forever to make all of the assets from scratch though.
smh, download open gl and scream for 3 hours straight cause you've given up on using game engines cause you so insecure on performance
*couldn't be me*
@@pizzaface9213 I would ever want to make some generic game out of premade assets. LAME!
@@snesmocha I'm not a game designer.
I mean, that's true of any kind of game you choose to make. Assets are always time consuming. Mike made a video recently about a spaceship maker app by Kenney. If his art style pleases you, that might give you a headstart.
70 bucks? Sure, it's on sale right now for.... $63 but still. Not particularly attractive pricing,--for me, but maybe it is for you--all things considered.
i would like to try it out and buy it when I can see myself finishing something with it.
It is VERY pricey for an engine which only makes one of the most basic genres in all of gaming.
Yaaay. Random stuff! ( I love it.)
Reminds me of "Shoot 'em up Kit' . Hope this is better!!!
It sure is!!
There's a side-scrolling shooter where you control Godzilla. I wonder if something like that could be made with that engine.
09:34 sounds almost like you're calling it "Schmuck Creator" 😂
I am having a blast with this. It doesn't get any more accessible.
Hopefully they add click move and camera scrolling based on player movement so I can make some diablo style action rpgs :)
Nice! I am so going to make a game when I have the funds to buy it.
a year later, it's still sitting at $80 cdn. Seems to be updated fairly regularly but damn. Would love to see your take on unity's template asset, Shmup Boss and see how it compares to something like this in terms of value.
What your opinion of the included assets? It cost 70 bucks and for that price point I'm not convinced it's worth it.
70!? That's huge amount of money while we can easily create shmup on most engines for free
The included assets aren't massive, from a sprite/model perspective. In terms of tooling, sounds, effects, etc... it's pretty comprehensive, but you're going to need an artist or art packs to do anything of substance with it.
Wow 70. I was interested, it looks great & can probably be adapted to a lot of game types. But 70 makes me struggle with the idea of purchasing.
Maybe a limited time introductory price to get it in the hands of enough people to develop a community & some momentum?
Doh I see $63 intro price, still I would think something like $45 might be better, as an intro price.
Well it’s cheaper in my country (around USD 21 at the moment) so I might grab this up…
Haven’t read all the description, but can you make a standalone version of your game and actually sell it?
@@ahirunakamura9592 As long as the assets that you used are for commercial use, then yes.
I mean like niche. But effective.
I really like the trigger boxes with node connections to make simple stuff happen. I may code something like this for a different game engine. It's very user friendly way of setting up your levels.
There is something similar? (I don't know, I have never used it) on Unity called Shmup Boss.
Awesome! 👍
Well this looks far more user friendly than Dezaemon by a wide margin
It got a price now, here its EUR 53 with 10% launch account. So while its interesting and the costs are fair for a complete engine, its too expensive for me to just toy around with it. I think it would attract more users when its free until you actually release something with it.
Yeah, that is certainly going to be a painful pill to swallow. I think though on Steam it does make a certain amount of sense to overprice initially anyways, as so much of your sales are made during the semi annual steam sales, so you've got room to discount more.
@@gamefromscratch True, but it still could be free to try out with a DLC for export option.
I'm with you 100%, these types of engines and tools always need a free trial IMHO.
Price CDN$ 71.99
I'm a huge SHMUP fan. But this engine seems overly basic. Without the ability put your own code the limitations come up fast. I mean there doesn't seem a way to attach "options" to the player craft (shmuper speak for little craft/things that follow the player around). Or even allowing basic BUZZING (a risk/reward game mechanic gives the player some kind of reward for letting ememy bullets touch there sprite, but not hitting the actual tiny hitbox within that sprite). Also, from some of the videos I've seen of this engine, it seems to have issues the layering of enemy bullets (anything obscuring enemy bullets is a big sin in SHMUPERS circles).
I can't seem to export anything, what kind of format or dimension are the files supposed to be in? Am I missing something?
I get visions of skyshark.
How easy/possible to bring your own assets here?
Incredibly simple. Just take your bmp png fbx files and put them in the sub folder of the app for your game. You can then select it from the in game UI. There are separate folders for player, background, etc. It also supports hot loading. Make some changes, save over the prior version and the game swaps to the update version on the fly.
Can you edit the UI and do upgrade after each level?
What's the FPS on the engine?
Is the game really that choppy or is that just your recording setup?
i was wondering the same. Gameplay demos on Steam seems to be fine tho.
Well footage is recorded at 30fps, so you're not getting more than that. I didn't notice any choppiness while using it personally. That same, I'm not really sensitive to frame rate.
Can I make a roguelike shootemup? Like randomized encounters, patterns and spawns?
omg lmao this guys is sooo funny. "is me being a dumbass". omg so funny
It looks cool but once again, its just for windows.
Is this completely codeless? Is there a scripting feature or something? Because sometimes adding code is really the best solution.
Hey man, love your videos, but why do you think a game engine that only exports to Windows is "not for professional game development"? If you look at Steam statistics on user's operating systems, gamers are 95% Windows. Therefore, I would argue a Mac/Linux export is a giant waste of engineering effort/time. On desktop, Windows is the ONLY export needed for professional game development.
.75x playback speed. I hope this helps.
@@happygofishing I rip the video from youtube, convert to mp3 and listen on 10x speed while I go for a walk.
@@BenMcNelly I rip the vid from youtube, rip all the frames from the vid and run through AI to increase frames. Then playback on 20 speed where it proceeds to crash because nothing can support that amount of frames per second
@@kernsanders3973 Listen man, get back to me when you are out here like me, taking your extra frames and having them printed all in a row on a long reel of paper, then using an xbox kinect and mystical arts to neural face swap nicolas cage onto each frame he shows his face, before recombining into a quicktime animation that wont play back because macromedia crashed on my imac G3...
Yikes, that frame rate!
I saw this and was immediately reminded of trying to make a shooter when I was a kid and had Shoot 'em Up Construction Kit (S.E.U.C.K) on the Amiga. Fun times!
ruclips.net/video/CHsrI9_O9PU/видео.html
Code-Less? Sounds the opposite of enticing for a game engine