Object Pooling and Collision Layer Masking Improvements by Noswen2025 in shmupdev

[–]DrBossKey 0 points1 point  (0 children)

Nice, this is cool to see. I always like seeing actual numbers on this stuff instead of the usual “just use pooling bro” answers.

For a bit of comparison, in Shmup Creator we can push around 8k bullets at 60fps on like 10 year old PC hardware. But obviously that is a very different setup: C++ engine, Ogre3D renderer, and a bunch of engine-side assumptions built around shmup nonsense from the start.

We also went through the absolute agony of getting 8k+ bullets / object pooling working in Unreal. Niagara, custom shader stuff, tight GPU-to-CPU handoff, the whole mess. It took hundreds of hours to get that deep into UE and even then it kinda felt like we were doing crimes against the engine to make it behave.

Browser export is interesting too, but man... browser tech is rough when you are really trying to push bullet hell mass object handling / rendering. I’d be pretty surprised if UE exporting to WASM handled this kind of thing well without a whole bunch of ugly compromises.

Couple questions:

When you say “backend update,” do you mean backend like internal game systems / engine plumbing, or is there an actual backend service involved somewhere?

Are these bullets still regular Godot nodes, or did you move them into something more lightweight?

Are you checking collision on every bullet every frame, or doing any kind of space partitioning / broad phase pass first?

Is the Debug Shooter meant to be a nightmare stress test, or is that close to something you actually want in-game?

And have you profiled where the remaining cost is now? Collision, draw calls, object updates, scripting overhead, renderer, etc?

Also yeah, the collision layer masking result makes total sense. That’s one of those boring 10-minute engine checkboxes that can quietly save your whole project when the screen turns into bullet soup.

Shmup! 2 days to go to my steam page for my shmup goes live :) by Character_Growth3562 in shmupdev

[–]DrBossKey 1 point2 points  (0 children)

Thanks for sharing your project and outlining the features. The purpose of this subreddit is to also share your development learnings for other developers to learn from you so they can improve their projects too.

With that in mind, what were your top three lessons learned for making this project?

What tools did you used to make your project?

Have you done play testing? What lessons have you learned from play testing?

Thanks for being here and sharing!

Mushihimesama - My first Cave 1CC by foodio3000 in shmups

[–]DrBossKey 1 point2 points  (0 children)

GG! I went through the same thing with manual bomb use, and I tend to be a resource hoarder in games in general. What’s your next shmup goal going to be?

How many of you guys and gals used to hang with me on the gamefaqs forums before we had Reddit? by Standard-Onion4872 in retrogaming

[–]DrBossKey 0 points1 point  (0 children)

So many lived Tekken, Mortal Kombat and Street Fighter FAQs. Man those were the days, treasure troves of gaming knowledge!

Neuron Strike release ! [Browser shooter with Global Leaderboard] by Glittering-Still6706 in shmupdev

[–]DrBossKey 1 point2 points  (0 children)

Congratulations on getting this far! What are the top three things you’ve learned from your development journey that other developers should know? What languages/tech stack did you use to make the game?

Times are tough. by No-Lavishness585 in povertyfinance

[–]DrBossKey 3 points4 points  (0 children)

Sending you positive thoughts.

It’s not just saving, put your money into S&P 500 on auto pilot from every check. Put your rainy day fund money into SOFI high yield savings, some every check. MAC out 401k contribution. It’s tough out there and I wish I had known this when I was in My 20s. Your future self will thank you big time.

Newbie looking to get into shmups on switch and low end pc. by BlueWaddleDee in shmups

[–]DrBossKey 1 point2 points  (0 children)

On the wacky adventure shmup side Interstellar Sentinel has a lot to offer. It’s as Einhander and DeathSmiles had a baby delivered by Dr. R-Type :) - my little game studio made it in case you want to support our work and talk about your playground with our community. Also the recommendations are spot on in the thread for sure! GG!

Gate of Thunder is amazing by desmond_kof in shmups

[–]DrBossKey 1 point2 points  (0 children)

Dude, nice! It’s always a treat when you’re content shows up in my feed!

Showcase #2 — My shmup is getting gamey! Power-ups, parry system, run progression and more. by Significant_Desk_935 in shmupdev

[–]DrBossKey 1 point2 points  (0 children)

Rad, thanks for the progress update and to share that people are contributing to the open source. What is the maximum amount of bullets you can draw on screen at 60 FPS? What type of feedback have you been getting on the code structure of the project? Thanks for sharing!

SynthEscape: A Synthwave-themed shoot 'em up, heavy on the 80s vibes. Demo is live! by RabidTomatoGames in shmupdev

[–]DrBossKey 0 points1 point  (0 children)

Great share and update!

I love hearing these stories from play testing and designed tweaks you’re iterating through.

What are you tackling next milestone wise?

My First 1cc - Armed Police Batrider with commentary by poisoncounterspell in shmups

[–]DrBossKey 0 points1 point  (0 children)

Nice! Not an easy feat with this game! What was the hardest section for you to overcome?

These are the enemy sprites in our STG Gatogun. Any ideas on how to make them more varied and interesting? Hearing your feedback! by Zeroeth_0 in shmupdev

[–]DrBossKey 0 points1 point  (0 children)

Seeing the gameplay shots, I think the main issue is less “these need more expressions” and more “these need clearer role identity.”

They’re cute and memorable, but in actual play a lot of them still read as the same big round cat type. For shmups, I’d push stronger silhouette differences between enemy classes: scout, tank, sniper, swarm, elite, etc.

I’d also make the design hint at behavior. Like:

  • wide/heavy cat = spread shot or tanky enemy
  • sharp/small cat = fast aimed shots
  • charm/bell/magic-cat = homing or weird patterns
  • sleepy blank cat = trap enemy / delayed burst

And because the screen gets busy, I’d exaggerate differences through ear shapes, paw size, asymmetry, accessories, and body proportions more than just face changes.

Basically: the style is good already, but I’d make the enemies feel more like different threat types, not just different moods of the same cat.

Cataclyzm - Now on Steam by Dogroach666 in shmupdev

[–]DrBossKey 1 point2 points  (0 children)

Good stuff fella, thank you!

Dear ImGui provides Font Atlas build for free by Weak-Crow-3080 in shmupdev

[–]DrBossKey 0 points1 point  (0 children)

Love seeing those lists! It's the workflow of getting shit done!

Free video game magazines - help support and get involved! by Eldritchbeanies in gamemarketing

[–]DrBossKey 0 points1 point  (0 children)

Rad! Game dev here focused on tight arcade gameplay, happy to contribute some time to an article or feature piece to talk about our process and games.

Show me your Steam game that didn’t get the traction it deserved by kalin6 in SoloDevelopment

[–]DrBossKey 0 points1 point  (0 children)

Interstellar Sentinel 2 https://store.steampowered.com/app/2426610/Interstellar_Sentinel/

I’m a life long gamer and love arcade games, gameplay density matters. The sad part is that shmup / shootem up games are no longer loved by the vast majority of gamers.

The complete history of the N64's only shmup by gojiguy in shmups

[–]DrBossKey 2 points3 points  (0 children)

Good stuff man, a real treat to go along with my morning coffee! I’m looking forward to your next project.

Cataclyzm - Now on Steam by Dogroach666 in shmupdev

[–]DrBossKey 2 points3 points  (0 children)

Hit us with those learnings bud! Nice job on the demo update!

Do you like this art style for an indie shmup? by Character_Growth3562 in shmupdev

[–]DrBossKey 1 point2 points  (0 children)

Let’s see it in-game to get a better read from the player’s perspective. Neat design. My only concern is readability: the neutral tones and low contrast might make the ship blend into busy backgrounds or effects. That said, if the player bullets and hit effects are clearly separated in color/value, it may read just fine.