Unity Port removed
Due to unity's new license I had to remove the unity port.
Due to unity's new license I had to remove the unity port.

Due to unity's new license I had to remove the unity port.
Due to unity's new license I had to remove the unity port.
Unity Port I added an option to launch Shiperoids in the classic mode (Old Single Player Version). Or the new HD version that supports multiplayer and controllers. The HD version is still rough but it does work. There is no level progression yet so your just shooting endless ship
Unity Port
I added an option to launch Shiperoids in the classic mode (Old Single Player Version). Or the new HD version that supports multiplayer and controllers.
The HD version is still rough but it does work. There is no level progression yet so your just shooting endless ships. Also, the bomb does not spawn. Both versions are playable so you can still enjoy the classic version if you like.
New Controls
There is a new set of controls and an added feature, Brakes. The original mouse controls still work the same and middle mouse click is bound to the new Brakes.
I have made a fair bit of progress porting Shiperoids to Unity. I am not a programmer but I am a quick study. Also I have found a plethora of tools to help this poor artist get this game working. I got the basic game up and running with pseudo multiplayer (On The Same Machine!) a
I have made a fair bit of progress porting Shiperoids to Unity. I am not a programmer but I am a quick study. Also I have found a plethora of tools to help this poor artist get this game working.
I got the basic game up and running with pseudo multiplayer (On The Same Machine!) actual co-op coming later. Controller support now works with your choice of old school mouse mode, keyboard, joystick, or D-pad aiming. You can now play at almost any resolution you like.
I intentionally made the playfield scale with the window size. That means if you have a 5200 x 1200 monitor it will be filled with Shiperoids.
Also, if you're one of those weirdos that plays with there monitor rotated in the vertical position it will work that way as well.
The only downside to all this awesomeness is that the file size of the game has ballooned to about 5 times the size at 35 megabytes. Along with the fancy new rendering engine I am going to need to do some major performance tweaks to get the craziness of hundreds of ships running on the screen at the same time.
All and all it is coming along nicely and I will post a playable soon so I can get some feedback on the systems I do have in place and iterate on those.
P.S. Happy 50th Star Trek!
I have made a fair bit of progress porting Shiperoids to Unity. I am not a programmer but I am a quick study. Also I have found a plethora of tools to help this poor artist get this game working. I got the basic game up and running with pseudo multiplayer (On The Same Machine!) a
I have made a fair bit of progress porting Shiperoids to Unity. I am not a programmer but I am a quick study. Also I have found a plethora of tools to help this poor artist get this game working.
I got the basic game up and running with pseudo multiplayer (On The Same Machine!) actual co-op coming later. Controller support now works with your choice of old school mouse mode, keyboard, joystick, or D-pad aiming. You can now play at almost any resolution you like.
I intentionally made the playfield scale with the window size. That means if you have a 5200 x 1200 monitor it will be filled with Shiperoids.
Also, if you're one of those weirdos that plays with there monitor rotated in the vertical position it will work that way as well.
The only downside to all this awesomeness is that the file size of the game has ballooned to about 5 times the size at 35 megabytes. Along with the fancy new rendering engine I am going to need to do some major performance tweaks to get the craziness of hundreds of ships running on the screen at the same time.
All and all it is coming along nicely and I will post a playable soon so I can get some feedback on the systems I do have in place and iterate on those.
P.S. Happy 50th Star Trek!
VERSION 0.06 Fixed spelling error "wall" Fixed score cut off for 7 digit numbers Fixed FX and Collision on wave complete Added check for save game on intro screen if it doesnt exist Added Debug Cheats - Press "C" when the start screen loads (you have 3 sec). 1 - spawn more ships
VERSION 0.06
Fixed spelling error "wall"
Fixed score cut off for 7 digit numbers
Fixed FX and Collision on wave complete
Added check for save game on intro screen if it doesnt exist
Added Debug Cheats -
Press "C" when the start screen loads (you have 3 sec).
1 - spawn more ships
2 - spawn bombs
3 - complete the wave
will say debug mode at the top and display ship count at the bottom when your playing.
VERSION 0.06 Fixed spelling error "wall" Fixed score cut off for 7 digit numbers Fixed FX and Collision on wave complete Added check for save game on intro screen if it doesnt exist Added Debug Cheats - Press "C" when the start screen loads (you have 3 sec). 1 - spawn more ships
VERSION 0.06
Fixed spelling error "wall"
Fixed score cut off for 7 digit numbers
Fixed FX and Collision on wave complete
Added check for save game on intro screen if it doesnt exist
Added Debug Cheats -
Press "C" when the start screen loads (you have 3 sec).
1 - spawn more ships
2 - spawn bombs
3 - complete the wave
will say debug mode at the top and display ship count at the bottom when your playing.
Each new version is not backwards compatible with the save games. If you don't want to loose your progress copy your Shiperoids folder(Shiperoids.exe and saves folder) from the steam folder to some other location and run it from the new location. This along with several other lim
Each new version is not backwards compatible with the save games.
If you don't want to loose your progress copy your Shiperoids folder(Shiperoids.exe and saves folder) from the steam folder to some other location and run it from the new location.
This along with several other limitations of the game engine is why I want to port it to Unity, so I can do more cool stuff like better saves, co-op and controller support. It also means that this is going to be the last update for a while so I can do some tedious porting work.
Tomorrows update....
VERSION 0.06
Fixed spelling error "wall"
Fixed score cut off for 7 digit numbers
Fixed FX and Collision on wave complete
Added check for save game on intro screen if it doesnt exist
Added Debug Cheats -
Press "C" when the start screen loads (you have 3 sec).
1 - spawn more ships
2 - spawn bombs
3 - complete the wave
will say debug mode at the top and display ship count at the bottom when your playing.
Each new version is not backwards compatible with the save games. If you don't want to loose your progress copy your Shiperoids folder(Shiperoids.exe and saves folder) from the steam folder to some other location and run it from the new location. This along with several other lim
Each new version is not backwards compatible with the save games.
If you don't want to loose your progress copy your Shiperoids folder(Shiperoids.exe and saves folder) from the steam folder to some other location and run it from the new location.
This along with several other limitations of the game engine is why I want to port it to Unity, so I can do more cool stuff like better saves, co-op and controller support. It also means that this is going to be the last update for a while so I can do some tedious porting work.
Tomorrows update....
VERSION 0.06
Fixed spelling error "wall"
Fixed score cut off for 7 digit numbers
Fixed FX and Collision on wave complete
Added check for save game on intro screen if it doesnt exist
Added Debug Cheats -
Press "C" when the start screen loads (you have 3 sec).
1 - spawn more ships
2 - spawn bombs
3 - complete the wave
will say debug mode at the top and display ship count at the bottom when your playing.
Version0.05 Fixed a fatal bug that corrupted save game files. You will have to start a new save game to get the fix.
Version0.05
Fixed a fatal bug that corrupted save game files.
You will have to start a new save game to get the fix.
Version0.05 Fixed a fatal bug that corrupted save game files. You will have to start a new save game to get the fix.
Version0.05
Fixed a fatal bug that corrupted save game files.
You will have to start a new save game to get the fix.
VERSION 0.04 Fixed not being able to continue Pressing escape in any menu returns you to the previous one, and exits at the main menu.
VERSION 0.04
Fixed not being able to continue
Pressing escape in any menu returns you to the previous one, and exits at the main menu.
VERSION 0.04 Fixed not being able to continue Pressing escape in any menu returns you to the previous one, and exits at the main menu.
VERSION 0.04
Fixed not being able to continue
Pressing escape in any menu returns you to the previous one, and exits at the main menu.
Shiperoids Development Plan Unity Port, Currently I am in the process of porting Shiperoids to Unity. It's a straightforward process, all the assets are already created, but it's time consuming. Once I have a 1:1 clone of it in Unity I will push out that update and then start add
Shiperoids Development
Plan
Unity Port,
Currently I am in the process of porting Shiperoids to Unity. It's a straightforward process, all the assets are already created, but it's time consuming. Once I have a 1:1 clone of it in Unity I will push out that update and then start adding features and changes to the new Unity build.
Please be patient, Shiperoids is a priority for me but I also work and go to school full time so updates may not come as quickly as you want them too.
New Features
The biggest request I have is “Why did I bounce off the wall? I want to warp to the other side like Asteroids.” Well it's not Asteroids, it's Shiperoids, and I don't own the rights to Asteroids so that's why I made a different game. It's only inspired by classics from the 80's and not a copy of any game in particular.
Also
I have been legally advised to mention this - Asteroids is copyrighted by Atari 1981, and any similarities between Shiperoids and any other game living or dead is purely coincidental.
Shiperoids Development Plan Unity Port, Currently I am in the process of porting Shiperoids to Unity. It's a straightforward process, all the assets are already created, but it's time consuming. Once I have a 1:1 clone of it in Unity I will push out that update and then start add
Shiperoids Development
Plan
Unity Port,
Currently I am in the process of porting Shiperoids to Unity. It's a straightforward process, all the assets are already created, but it's time consuming. Once I have a 1:1 clone of it in Unity I will push out that update and then start adding features and changes to the new Unity build.
Please be patient, Shiperoids is a priority for me but I also work and go to school full time so updates may not come as quickly as you want them too.
New Features
The biggest request I have is “Why did I bounce off the wall? I want to warp to the other side like Asteroids.” Well it's not Asteroids, it's Shiperoids, and I don't own the rights to Asteroids so that's why I made a different game. It's only inspired by classics from the 80's and not a copy of any game in particular.
Also
I have been legally advised to mention this - Asteroids is copyrighted by Atari 1981, and any similarities between Shiperoids and any other game living or dead is purely coincidental.
VERSION 0.03 First Release. 40% discount
VERSION 0.03
First Release.
40% discount
VERSION 0.03 First Release. 40% discount
VERSION 0.03
First Release.
40% discount
I'm working hard on putting a build together that has cloud saves and works well with steam. Should be out soon! Tomorrow is the projected release day....
I'm working hard on putting a build together that has cloud saves and works well with steam. Should be out soon! Tomorrow is the projected release day....
I'm working hard on putting a build together that has cloud saves and works well with steam. Should be out soon! Tomorrow is the projected release day....
I'm working hard on putting a build together that has cloud saves and works well with steam. Should be out soon! Tomorrow is the projected release day....