This patch fixes; - Disappearing map selection menu in rare cases - Map downloader stuck on Linux - Fixed error message when typing invalid port number - Allow XP to be earned on non-official servers
[ 2021-04-01 17:08:06 CET ] [ Original post ]
As requested I've quickly implemented a basic gamepad / controller input layer. The entire game should be navigateable from A to Z and completely playable, albeit there are some caveats; - Hints and tips will still display keyboard / mouse names - I will have to refactor this so I can show actual buttons.. But for this I need more controllers as well. - Car controls are a bit funky, you'll have to use the joystick instead of trigger buttons to step on the gas. - The game is much harder with a controller, as there is no aim-assist. - You can't re-map controls yet (only configure the movement / aim speed) in-game. If you want to edit those, you will have to fiddle with the button numbers in the "settings" file located here: %LOCALAPPDATA%\\ShootMUp\\settings This file is an INI file that will contain a section of "GP_CONTROLS". The numbers there relate to the numbers you see in the Windows "game controller properties", except that the numbers in the ini-file are 0based (the control window starts counting from 1). So if you want to make some changes, you'll have to check the number in the properties screen, then deduct 1 from it, and use that number in the config file. I also don't have that many controllers - I have been developing and testing this with a PS4 controller hooked up to my Windows PC, so I hope most controllers will work. You might need to do some remapping - feel free to share re-mapped configs in the discussions! Ofcourse I'm also available on Discord for any burning questions you may have. Enjoy!!
[ 2019-09-10 22:03:16 CET ] [ Original post ]
The 1.0.1 patch brings some small changes; - Added informative text on main menu - Adding bots now uses max players - Fixed issue when filling max players when hosting server - Fixed some issues with filesystem (map loading / scanning) - might fix some crashes
[ 2019-09-07 18:02:01 CET ] [ Original post ]
The 1.0.0 release is finally here, bringing very small updates for the open beta users, but a completely new release for the rest of the world. Here are the patch notes:
- Added more documentation on map editor
- Improved some gun sound effects
- Fixed breaklights being despawned too quickly
- Fixed getting stuck in car in campaign
- Fixed wall visibility in map editor
[ 2019-09-06 11:41:49 CET ] [ Original post ]
Another patch that fixes some minor issues and should improve the zombie survival gameplay; The zombie survival gameplay still is kind of unbalanced (mainly because of the ability to freely respawn / no possibility to revive downed teammates), it should be a bit clearer for new players now. More changes will come, but not in a patch - that will be a new version. Here's the changelog for this patch;
- Added bot count to server list
- Added notification showing shop location after surviving the first wave of zombies
- Added notification to vote skip daytime (will be a default integrated feature soon!)
- Changed zombie spawn rate
- Replaced
- Improved zombie SFX
- Fixed double clicking in server list not working right
- Fixed zombie shop deployables (barbed wire was missing)
- Fixed zombie match starting at wrong day
- Removed need to press key to pickup health
- Removed ear-rape after a zombie match where you'd make a lot of kills
[ 2019-08-29 17:54:12 CET ] [ Original post ]
Thanks for the valueable feedback during the open beta! I've addressed some issues and made some improvements here and there; You can now always spawn in zombie survival mode - no need to buy new spawns. You don't lose money yet when you die - as the zombies coming at you might be a challenge.. We'll see how this goes. Also prevented issues where you'd be able to buy things that didn't help (e.g. didn't fit, or already full health). Thats fixed! I've improved a bit on the drawing pipelines regarding lights and walls - there's still some more optimisations to be done, but this should help out a bit already.
- Added [BOT] name to bots
- Changed spawning options in zombie survival mode
- Improved chat sound effects
- Improved car sounds effects
- Improved some performance by batching light draw calls together, should improve performance on older machines.
- Improved wall rendering by a lot, lowering VRAM usage, loading times and wall rendering times.
- Fixed wall rendering issue in linux
- Fixed issue when hitting "reload" while holding grenade
- Fixed error in main menu on specific occasions
- Fixed losing money by being able to buy more deployables than you can carry, heal when full health, or repair with 100% base.
[ 2019-08-22 19:24:48 CET ] [ Original post ]
The open beta for Shoot 'm Up will commence next monday - august 19th. This open beta is focussed on streamers / youtubers / influencers, and you're encouraged to take gameplay footage of the game! If you don't have a key yet, you can contact me over Discord :) https://discord.gg/FFz5tzd Cheers!
[ 2019-08-17 15:43:50 CET ] [ Original post ]
A big update! This update prepares for the closed beta test. If you want to join the closed beta test, please join our discord channel here: https://discord.gg/FFz5tzd Changelog: - Added vote system - Added selectable classes - Added unlockable weapons - Added customizable classes - Added static token-based login through Steam - Added gamma configuration at first boot to make sure the game is not too dark - Added option for particle amount - Addes spectate option in zombie game mode - Added wall optimalisation script - Added worldwide dedicated servers + support for Ubuntu servers - Added support for a lot of foreign languages (chat & usernames) - Added missing skin sprites - Added support for texture sizes (to support lower end hardware) - Added new gore sound effects - Added new sound effects and graphics for zombie game - Added more information (official & bots) to server listing - Added double XP for not playing with bots - Changed zombie mode to use days and time instead of waves - Replaced default zombie sprites - Improved server listing + added search and filter - Improved sound level mixing - Improved sound loading times - Improved some texture pages to keep texture swaps down - Improved performance for drawing sprites - Improved shadow on player objects - Improved bots spawning / logic - Improved text notification readability - Improved some campaign stuff - Improved visibility of some notifications - Improved speed / movement / sound logic of footsteps in multiplayer - Fixed segfault / hard crash in servers when running a while - Fixed 3 minor memory leaks - Fixed issue when joining game in end-game state - Fixed time of day lighting in multiplayer games not being smooth - Fixed broken movement logic on very low FPS / ALT+TAB - Fixed various map loading visual glitches - Fixed some graphical issues with player skins - Fixed issue where map editor sprites get placed double - Fixed icon size in survival shop - Fixed lagspike on zombie game end - Fixed glitches with flamethrower - Fixed sounds from map playing when leaving map - Fixed displaying of old kill information in new matches - Fixed pre-game zooming system - Fixed issue with menu buttons not storing "disabled" option - Fixed resolution settings acting weird - Fixed broken usernames and chat with weird characters - Fixed chat clearning in lobby if pressing Y - Fixed decal texture issues - Fixed some skin issues with feet - Fixed level information not updating correctly - Fixed various speed issues on lower FPS (car, physics, debug window, car door, getting in / out, camera angle on car, player animations, drift sounds, text speeds, AI speed) - Fixed some campaign timing in E1M2 - Fixed issue where Max FPS would randomly change - Fixed graphic glitch with walls when window has no focus - Fixed delay in map packing - Removed test vote - Removed some unused files - Removed login on username / password / email - Removed random weapon spawn from DM style games (replaced with classes) - Removed gamma check for dedicated servers
[ 2019-07-29 19:27:21 CET ] [ Original post ]
- Changed depth at which textures / assets will be initially placed (over instead of under)
- Added possibility to duplicate texture / asset / collider with CTRL+D
- Added Player-Only colliders to mapeditor and maps
- Added possibility to scale assets on X and Y seperately (scale uniform by holding shift)
- Fixed bug where bots all had the same skin
- Fixed crash in map editor when swapping types
- Fixed issue in map editor with textures
- Fixed depth ordering for assets
- Fixed possible bug in main menu when logging in
[ 2018-04-19 23:52:17 CET ] [ Original post ]
[ 2018-04-15 15:14:53 CET ] [ Original post ]
Again, a lot of work has been done in the last period of time - as the game isn't released yet, it doesn't require me to post updates weekly / monthly, so I can easily work on bigger features. I've done a lot since the last 0.6.0 version - here goes!
Final testing phase
I'm currently in the process of giving away the game to more and more testers, and I'll be finishing up on some more information (roadmap, level editor + dedicated hosting documentation). Stay tuned - maybe you'll receive a Steam Key in your inbox very soon!
[ 2018-04-14 12:45:19 CET ] [ Original post ]
Its been long since the last DevLog! But as always, I've been busy. This new version brings us closer to the actual EA release on steam, which will be happening very soon. As the EA release will include the campaign mode, I've been spending a lot of time on that. Then there was the lobby UI that was bugging me a bit, and I've been improving the dedicated servers so that I can now host multiple servers at the same time, running different game modes. Hooray! Here's the full changelog:
- In-game performance improvements for assets and custom sprite drawing
- In-game performance improvements for particles
- Added advanced environmental / ambiance system + audio
- Worked on a Wiki page to document features of the map- and asset editor
- New Lobby UI + ability to add bots in lobby
- Added breakable lights to car
- Added skidding to car
- Added doors and in/out animations to car
- Fixed lights showing through roofs
- Fixed GUI in map editor
- Fixed GUI in asset editor
- Fixed wall placement in map editor (walls were invisible in new walls)
- Fixed wall shape calculator in map editor
- Redid hitmarker + headshot + kill sound effects
- Added stat counting on official servers for logged in players
- Clear chatlog and events on joining game
- New chat colours
- Send selected weapon when joining game + fixed bug where too many packets were sent to too many players
- Fixed zombies not running around when they catch fire
- Fixed small walls with nicer shadowmaps
- Fixed shadowmaps on certain walls
- Cleaned up some old rendering logic
- New main menu structure
- Added netcode to boot players
- Added ADD/REMOVE bots from lobby
- Fixed random "Protocol mismatch" error
- Fixed error where # would appear as \# in chat
- Removed some older compatibility code
- Fixed some text not being removed from UI when zombie game mode restarts
- Fixed main menu music timing + fade in
- Fixed sounds continuing to play after leaving game
- Fixed crash with broken "indoor" objects
- Added unique ID to each temp folder of running instance to allow for multiple dedicated servers to run on 1 machine
- Performance improvements for dedicated servers
- Dedicated server will now wait for players automatically before starting a
- match
- Environmental changes are currently supported, but disabled
- Added in-game debug console
- Fixed performance bug with specific particles
- Bundled 2 default maps with the game
[ 2017-12-06 18:49:16 CET ] [ Original post ]
Its been long since the last DevLog! But as always, I've been busy. This new version brings us closer to the actual EA release on steam, which will be happening very soon. As the EA release will include the campaign mode, I've been spending a lot of time on that. Then there was the lobby UI that was bugging me a bit, and I've been improving the dedicated servers so that I can now host multiple servers at the same time, running different game modes. Hooray! Here's the full changelog:
- In-game performance improvements for assets and custom sprite drawing
- In-game performance improvements for particles
- Added advanced environmental / ambiance system + audio
- Worked on a Wiki page to document features of the map- and asset editor
- New Lobby UI + ability to add bots in lobby
- Added breakable lights to car
- Added skidding to car
- Added doors and in/out animations to car
- Fixed lights showing through roofs
- Fixed GUI in map editor
- Fixed GUI in asset editor
- Fixed wall placement in map editor (walls were invisible in new walls)
- Fixed wall shape calculator in map editor
- Redid hitmarker + headshot + kill sound effects
- Added stat counting on official servers for logged in players
- Clear chatlog and events on joining game
- New chat colours
- Send selected weapon when joining game + fixed bug where too many packets were sent to too many players
- Fixed zombies not running around when they catch fire
- Fixed small walls with nicer shadowmaps
- Fixed shadowmaps on certain walls
- Cleaned up some old rendering logic
- New main menu structure
- Added netcode to boot players
- Added ADD/REMOVE bots from lobby
- Fixed random "Protocol mismatch" error
- Fixed error where # would appear as \# in chat
- Removed some older compatibility code
- Fixed some text not being removed from UI when zombie game mode restarts
- Fixed main menu music timing + fade in
- Fixed sounds continuing to play after leaving game
- Fixed crash with broken "indoor" objects
- Added unique ID to each temp folder of running instance to allow for multiple dedicated servers to run on 1 machine
- Performance improvements for dedicated servers
- Dedicated server will now wait for players automatically before starting a
- match
- Environmental changes are currently supported, but disabled
- Added in-game debug console
- Fixed performance bug with specific particles
- Bundled 2 default maps with the game
[ 2017-12-06 18:49:16 CET ] [ Original post ]
Open beta time
FINALLY! The open beta is now available for the public. I hope all goes well and everyone has fun. Remember to check the FAQ page. I'd also love it if you join for a chat in our Discord channel, let me know what your experiences have been so far.
Map sharing
There used to be a "map sharing" logic in the game, where the server would send the map to the client, if the client doesn't have it. That was broken. Now its fixed again. Great for people with custom maps and their own servers!
Login / registering
Now, to be fair, I hate logins in games. You have Steam and everything, right? Well, kind of. I actually want to keep track of the users' stats on official servers + prepare the game for skins, unlockables, XP systems and contests. Hence the login. Its not required, so you can play as guest, but you can also register your own account via the game. Should not be too much of a hassle!
Custom skins
Especially for registered users: you can not select a skin in the preferences :) There are very few skins, and they don't look the best, but there's a solution coming for that shortly... Stay informed!
Changelog
- Added map downloading / uploading back in (new system, much faster & reliable!)
- Added possibility to register / login
- Added possibility to select a custom skin (only for registered players)
- Removed all existing assets to make place for custom assets
- Map editor removes unused assets from map
- Replaced some icons to make them nicer
- Added "special" objects to map - you can now define zombie target + zombie shop as seperate objects
- Increased custom asset loading speed by 80% (love these kind of fixes :3 )
- Added lights into map editor (More additions such as moving lights / particles will be coming!)
- Added sound emitters into map editor
- Fixed performance issue with more than 5 lights
- Fixed issue where kills could be counted as assist
- Fixed issue where selected weapons of players were not visible when joining game
- Clear chat and kill logs on new server join / new hosting
- Clear kill logs at end of round / join
[ 2017-10-14 08:55:57 CET ] [ Original post ]
Open beta time
FINALLY! The open beta is now available for the public. I hope all goes well and everyone has fun. Remember to check the FAQ page. I'd also love it if you join for a chat in our Discord channel, let me know what your experiences have been so far.
Map sharing
There used to be a "map sharing" logic in the game, where the server would send the map to the client, if the client doesn't have it. That was broken. Now its fixed again. Great for people with custom maps and their own servers!
Login / registering
Now, to be fair, I hate logins in games. You have Steam and everything, right? Well, kind of. I actually want to keep track of the users' stats on official servers + prepare the game for skins, unlockables, XP systems and contests. Hence the login. Its not required, so you can play as guest, but you can also register your own account via the game. Should not be too much of a hassle!
Custom skins
Especially for registered users: you can not select a skin in the preferences :) There are very few skins, and they don't look the best, but there's a solution coming for that shortly... Stay informed!
Changelog
- Added map downloading / uploading back in (new system, much faster & reliable!)
- Added possibility to register / login
- Added possibility to select a custom skin (only for registered players)
- Removed all existing assets to make place for custom assets
- Map editor removes unused assets from map
- Replaced some icons to make them nicer
- Added "special" objects to map - you can now define zombie target + zombie shop as seperate objects
- Increased custom asset loading speed by 80% (love these kind of fixes :3 )
- Added lights into map editor (More additions such as moving lights / particles will be coming!)
- Added sound emitters into map editor
- Fixed performance issue with more than 5 lights
- Fixed issue where kills could be counted as assist
- Fixed issue where selected weapons of players were not visible when joining game
- Clear chat and kill logs on new server join / new hosting
- Clear kill logs at end of round / join
[ 2017-10-14 08:55:57 CET ] [ Original post ]
Hey everyone! I'm happy to announce that the open beta will be starting shortly. In 17 hours to be precise. Its free to download & play, and I encourage you to join in! Contest other players in deathmatch, capture the flag, or work together with your friends in a game of zombie survival. If thats not enough, you can use the map editor to make your own awesome custom maps! Download the open beta at www.shootmup.com/open-beta
[ 2017-10-13 16:40:46 CET ] [ Original post ]
Hey everyone! I'm happy to announce that the open beta will be starting shortly. In 17 hours to be precise. Its free to download & play, and I encourage you to join in! Contest other players in deathmatch, capture the flag, or work together with your friends in a game of zombie survival. If thats not enough, you can use the map editor to make your own awesome custom maps! Download the open beta at www.shootmup.com/open-beta
[ 2017-10-13 16:40:46 CET ] [ Original post ]
Another little Dev Log to keep everyone updated. Very little information from my side, so lets set it straight in this post. READ MORE: http://shootmup.com/development-log?id=4 CHANGELOG: - Ability to edit / add custom assets - New map structure to allow custom texturing of maps - Map loading improvements (faster + more visual feedback) - Updated particles - faster & nicer! - Added "indoor" type to map editor (inside / outside affects lighting and visibility in map) - Fixed several small bugs / performance issues
[ 2017-10-09 22:50:35 CET ] [ Original post ]
Another little Dev Log to keep everyone updated. Very little information from my side, so lets set it straight in this post. READ MORE: http://shootmup.com/development-log?id=4 CHANGELOG: - Ability to edit / add custom assets - New map structure to allow custom texturing of maps - Map loading improvements (faster + more visual feedback) - Updated particles - faster & nicer! - Added "indoor" type to map editor (inside / outside affects lighting and visibility in map) - Fixed several small bugs / performance issues
[ 2017-10-09 22:50:35 CET ] [ Original post ]
Hey there, If you are interested in the game and would like to help test the latest release, you can contact us over discord. More information can be found on http://beta.shootmup.com. There's a discord link there where you can chat with the developer and the other testers. Cheerio!
[ 2017-06-30 18:45:50 CET ] [ Original post ]
Hey there, If you are interested in the game and would like to help test the latest release, you can contact us over discord. More information can be found on http://beta.shootmup.com. There's a discord link there where you can chat with the developer and the other testers. Cheerio!
[ 2017-06-30 18:45:50 CET ] [ Original post ]
🕹️ Partial Controller Support
- SMU Linux [193.05 M]
That's what would describe this game in 3 words. It's fast, it's messy, it's challenging. Do you like blowing up zombies to bits together with your friends? Protecting your base from the enemy team? Grab your gear and start the chaos!
Shoot 'm Up is a fast-paced tactical shooter with lots of different game modes. The game features a customizable server, offline gameplay, a campaign mode, LAN and multiplayer action, custom maps (with a map editor), smooth gameplay, stunning graphics and awesome effects. You can currently try the Deathmatch, capture the flag, or team-deathmatch mode - just shoot at each other or at bots using one of the 18 different weapons; or you can jump into co-op zombie survival mode so you and your friends can hold off as many zombies as you can!
Regular updates
I'm playing this game myself as well. This means there will be very frequent updates that add more content and features. There will usually be at least 1 update every week, for the forseeable future.
User feedback
I love to hear your ideas and experiences! I'm online most of the time on Discord and I'm happy to hear feature requests and ideas.
Current features
- Campaign mode (New episodes will come with new updates, we're aiming bi-monthly)
- Co-op zombie survival mode, with deployables & buyable upgrades
- Map & asset editor - allowing you to make, play, and host your own maps.
- Team deathmatch
- Capture the flag
- Multi-team deathmatch
- Dedicated servers
- A big arsenal of weaponry
Planned features
- Many more different zombies in zombie survival mode
- More challenges, puzzles and less linear campaign mode
- More game modes (Bomb defusal, team base defender, king of the hill)
- Much more weaponry (C4, landmines, deployable turrets, airstrikes, killstreaks, melee weapons)
- Humiliating finishing moves
- Extended zombie survival mode (different waves / deployables / weapons / locations to go to / vehicles)
- Linux / Mac builds
- Better performance on old hardware
A more specific roadmap can be viewed on the website.
Development
The game has been in development for the past few months, and I think I'm at a solid base. There has been a lot of positive news from the open- and closed beta test community.
This doesn't mean it's done! The game will undergo updates as we go, from bugfixes to new content to performance improvements. I'm a solo developer that hates sluggish games, and gameplay is the number one priority for me. Getting the game to run great and feel smooth on every machine is an important goal for me.
So far I've been making this game on my own, with testing help of the closed-beta community and the map-building skills from a friend.
- OS: Ubuntu 16.04
- Processor: 2GHzMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: 1GB VRAM
- Storage: 250 MB available space
- OS: Ubuntu 18.04
- Processor: 3GHzMemory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: 2GB VRAMNetwork: Broadband Internet connection
- Storage: 250 MB available space
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