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Shoot 'Em Up Kit update for 13 June 2019

Shoot 'Em Up Kit Update

Share · View all patches · Build 3915872 · Last edited by Wendy

Patchnotes via Steam Community

We're pleased to announce that version 2.0.18 of the Shoot 'Em Up Kit is now available.
This is the biggest update we have released and includes a re-written level editor; support for orthographic 2D games; and a more modular approach to game creation which expands the features and possibilities.
We have created an Upgrade Wiki page which explains about the changes introduced in version 2.0.18.
We recommend that you back up your projects before updating as existing projects will be automatically converted to the new format. In some cases it may be necessary to make a few changes to your project but the Wiki page explains the steps that may be required. If you need any help updating your project to version 2.0.18 then please let us know and we will be happy to assist you.
The Wiki has been revised for the new version and is replacing the pdf user guide.

The release notes are as follows:

  • New Level Editor offers a wide range of improvements.
  • Multiple items can be selected and moved.
  • Undo system has been improved for the Level Editor.
  • Added a fully 2D mode (orthographic mode) for sprite based games. Zoom features are available in this mode and Layers are restricted from -1 to 3.
  • Added more Action events. Each object type (Player, Timer, Spline, etc) has its own set of Action events.
  • Added Action events for Custom Variables. Actions can be triggered when a Custom Variable is greater than, less than or equal to a specified value.
  • Some Actions can be set to only apply to specific collision groups.
  • Items can be spawned from an Action.
  • Custom variables and game properties can be set or modified from Actions.
  • Collision Groups have options to set whether collision Actions or Events are triggered, damage is taken, or the objects can intersect/overlap.
  • Items can be set to only become active once they have a parent. This is useful for weapon pick-ups.
  • Player and NPC items can both have input controls assigned to them.
  • NPCs can use shields.
  • NPCs now support invulnerability time.
  • Added an Input Definition type. The input properties have been removed from the Player Definition and added to the new Input Definition. This allows other objects (e.g. NPCs) to receive input from the player.
  • Added a Movement Definition type. The movement properties have been removed from the Player and NPC Definitions and added to the new Movements Definition.
  • Added AI Events. AI Behaviours will be notified of these events and can react with a state change.
  • Weapons are shown own a new Tab.
  • The Bullet collision type is now set in the Weapon tab rather than the Bullet Definition. This makes it easier to share weapons and bullets between Player and NPC items.
  • Particle system supports text. Particles can be set-up to show Score, Damage or Multiplier values too.
  • Added Follow Spline Shape AI type. This will follow the shape of a spline from an Entity's current location rather than travelling to the actual spline (which is still possible with Follow Spline AI type).
  • Gizmos can use local rotations. This allows objects to be moved based on the directions they are facing.
  • Added Camera styles into the Project Settings. The options are: 3D, 2D with models (sometimes referred to as 2.5D) and 2D with Sprites (sometimes referred to as orthographic).
  • Shields support collision groups. Only the specified collision groups will be protected by the shield.
  • Added ship selection. Multiple ships can be placed in a level and the player can select a ship from the front-end pages.
  • Triggers can use screen co-ordinates rather than level co-ordinates. The trigger will be activated when an object enters the trigger's screen area.
  • Custom Variables and AI Events may now be created and edited using the Def Tools menu.
  • In the Front-End and HUD editors, each click on overlapping objects will cycle through the objects.
  • The Chase, MatchX, MatchY and MatchZ AI behaviours can now use a proximity parameter. They will only Chase, etc, when within proximity of the target.
  • Added a 'Follow' AI behaviour. This will follow its target, staying within a specified distance.
  • Added a new Action to return the Entity back to its spawn point.
  • The Attach and Detach Actions support Tags; and detached items can be dropped, destroyed or returned to their spawn point.
  • Fixed a potential crash when selecting to edit a pop-up.
  • Snap to Object now works correctly when objects are rotated.
  • The name and value of Custom Variables are shown on-screen in Debug mode.
  • Level specific buttons and windows are hidden or disabled until a level has been chosen.
  • Definitions can have longer names. Names up to 64 characters in length are supported.
  • The Movement Def contains an option to turn an Entity to face the direction it is travelling. This is particularly useful for axis-based movement when you want the Entity to visually rotate.
  • Rotate Yaw/Pitch/Roll will do a local rotation (rotate around its center point) if the Entity is using axis-based movement. This allows a visual rotation even when the Entity is set to move along axis.
  • Added input options to set the rotation direction and move in that direction. This can be assigned to the Left Analog, Right Analog or Dpad. There are also options for setting the direction and applying thrust or an impulse.
  • Many small fixes and improvements.

We are continuing to add Wiki pages to provide a full set of tutorials and reference material. A new set of template games will also be available next week. We will make an announcement about this as soon as they're ready.

We really hope you enjoy the features in this new version and we thank you for your support.
The Tall Studios Team

Shoot 'Em Up Kit Content Depot 369191
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