★★★UTOPIAN GAMES: Shoot Em Up Template★★★

UtopianGamesUtopianGames Member Posts: 5,692
edited November -1 in Working with GS (Mac)
Hi Guys,

Sorry for the speech got a cold :(



I have nearly finished my latest template and it's my best one so far.

The good bits:

No spawning, No movable actors, No destroying means it will run at the best possible fps and will not clog the total memory even on older devices.

5 enemy types (easy to add more).

1 scene so no load times apart from initial load.

Instant restart.

Save load high score.

10 waves of enemies (you can easy add more and set wave times)

Easy to customize.

100% recycled actors.

All art & music included (music is coming very soon).

This will be available soon for £50 approx $75.

If you want to make a shoot em up or any game where you want to recycle actors and don't want low fps or memory issues then this one is for you.

http://www.deepblueapps.com/

Darren.
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Comments

  • IncrediboIncredibo Member Posts: 274
    Consider it bought when it come out(:
  • gazjmgazjm Member Posts: 578
    looks like a game itself!
  • beefy_clyrobeefy_clyro Member Posts: 5,394
  • AjBlueAjBlue Member Posts: 215
    if you place bullets and enemies off of screen, what attribute would be used to make the offscreen actor appear where needed and move and then once collided, to go back off the screen

    also what is used to make actors move without having moveable on
  • RattleheadRattlehead Member Posts: 485
    Amazing... like usual.
  • quantumsheepquantumsheep Member Posts: 8,188
    Dude - you are nine kinds of awesome - nice one! :D

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • UtopianGamesUtopianGames Member Posts: 5,692
    Thanks guys, if you want the unfinished version (sold a few already) i will pop you over the complete 1.0 when it's got some music in along with all art/music.

    Darren.
  • FanStudioUKFanStudioUK Member Posts: 459
    WOw, this is really cool! Keep up the good work Darren!
  • UtopianGamesUtopianGames Member Posts: 5,692
    Just to clear it up I'm not open to offers guys sorry but a good number have already purchased and it's only fair i keep the price the same for all.

    $75 or £50 whichever you prefer.

    Regards,

    Darren.
  • DreamLabDreamLab Member Posts: 2,127
    Wow. This is amazing. I still don't see how nothing can be movable though.
    DL
  • DimensionGamesDimensionGames PRO Posts: 993
    Im definitely going to buy! Im doing a scroller and all the ideas are done and just about to start the gameplay and was worried about a high FPS so thanks :)
  • DreamLabDreamLab Member Posts: 2,127
    Are there going to be free updates?
  • UtopianGamesUtopianGames Member Posts: 5,692
    DreamLab said:
    Wow. This is amazing. I still don't see how nothing can be movable though.
    DL

    If you find a movable actor you can have your money back :) no seriously it took a lot of working out but it's so easy to turn this into your very own shooter.

    Not planning on doing any updates for this one.

    Darren.
  • gazjmgazjm Member Posts: 578
    I know this is probably a secret of the template, but, I'll ask anyway. How did you get collision to work if interpolate is being used to move the enemies? Im making a tempest style game but have had to use move as the bullets wouldn't register a hit with interpolate.

    Gaz
  • AjBlueAjBlue Member Posts: 215
    gazjm said:
    I know this is probably a secret of the template, but, I'll ask anyway. How did you get collision to work if interpolate is being used to move the enemies? Im making a tempest style game but have had to use move as the bullets wouldn't register a hit with interpolate.

    Gaz

    its easy bullets will have a rule -overlaps or collides with enemy
    destroy actor (or whatever you want it to do)

    enemy will have rule - overlaps or collides with enemy
    destroy actor

    you don't need a collide function
  • gazjmgazjm Member Posts: 578
    Thats what I had, but when an actor is interpolating, it over rides the overlap rule, so it won't detect the collision between the two.
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    AjBlue said:
    its easy bullets will have a rule -overlaps or collides with enemy
    destroy actor (or whatever you want it to do)

    enemy will have rule - overlaps or collides with enemy
    destroy actor

    you don't need a collide function

    theres no destorying or spawning in this...
  • AjBlueAjBlue Member Posts: 215
    well i dont think collisions work if they are both interpolating. he probably is using something else
  • SparkyidrSparkyidr Member Posts: 2,033
    gazjm said:
    Thats what I had, but when an actor is interpolating, it over rides the overlap rule, so it won't detect the collision between the two.

    yep. I did some testing on this a few weeks ago. Seems like pretty much any rule is overridden by the interpolate.
    There was talk of using timers and stuff to do stuff to help, but I didn't really look into it properly.
  • gazjmgazjm Member Posts: 578
    Im guessing this template use change motion rules then, damn. I don't really get much of a performance loss by using move but it would of been nice to use interpolate.
  • HachikoHachiko Member Posts: 330
    I don't use any movable actor when not necessary or when it would be a pain to not do so, and collision are there °°
    Try to make them "bounce", not only use rules but using the collide behaviour collision are registered. In my running game template I do just that with almost everything.
    @utopiangames
    This is great! I really like it, and the graphics are very pro!
  • gazjmgazjm Member Posts: 578
    right, i have just tested something and in order for it to collide on interpolate, at least one of the actors in the collision/overlap needs to have the movable tick box checked, even though you aren't actually using the move commands.
  • UtopianGamesUtopianGames Member Posts: 5,692
    It's good stuff not using movable or spawn and destroy but it also has a lot of problems i had to overcome like when a bullet hits an enemy its hard to stop the interpolate (i dont stop this i used a little trick to show a hit enemy using one actor) and this works well but you will run into a lot of problems like i did just using interpolate and all movables unchecked.

    I have to say it's worth the pain because you end up with a game that runs super smooth and never clogs up the memory.

    Darren.
  • HachikoHachiko Member Posts: 330
    The sad thing is that you have to do this to get a nice framerate. Without movable you take away everything gamesalad has to offer, then what's the point of move, accellerate etc..? And believe me, coding is easier. A lot.
    Though I must admit, the limitations of gs make things more spicy, and that's what make it lots of fun for me :D

    P.S. : I loved Bumps! Darren, when is the sequel coming? :D
  • gazjmgazjm Member Posts: 578
    I think for me I'll use a mixture on my current project, but will get your template for when I move back to an older idea!
  • DreamLabDreamLab Member Posts: 2,127
    Next you should make a bloons tower defense type template. Just a thought.
    DL
  • gamecremegamecreme Member Posts: 55
    This is so nice, thanks mate
  • UtopianGamesUtopianGames Member Posts: 5,692
    Price reduced to £32 for a limited time.

    http://www.deepblueideas.com/Deep_Blue_Ideas_Ltd./GS_Templates.html

    Darren.
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