Hi Everyone, We're almost ready for the next update. I'd like to apologise for how long it has been since the last version. We're always working hard on the Shoot 'Em Up Kit and we need to be more disciplined at stopping work and releasing updates.
We've made some optimisations to the Engine and added some usability updates which we'd like to open up to the community to test before we release the build properly in the next few days.
If you'd like to test the build then please join the Beta group. You can do this by going to your Steam software library right-clicking the Shoot 'Em Up Kit. Select Properties from the menu and then click the BETAS tab. You can select the beta - Beta test branch and you will be switched to the beta branch. There isn't a password.
Please back-up your Shoot 'Em Up Kit projects. Any changes you save with the 2.0.13 beta won't work if you switch back to 2.0.12. They will work with the full 2.0.13 release which will be available in the next few days.
The changelist for 2.0.13 is as follows:
- It is now possible to create many more front-end pages.
- The flow of front-end pages can be customised. The next page can be set for input and timeout events.
- Levels can have their own specific front-end pages that can be triggered before and after the level.
- Front-End text and sprites can be set to start the game at a specific level.
- Front-End text and sprites can set the value of a user variable.
- Fixed an issue that could disable NPCs when moving between full-screen and windowed in-game.
- Particle trail time can be less than 1 second.
- New sprites are automatically scaled down to 10% of their size in the level editor. This resizes them to the scale of the 3D environment.
- Corrected some inconsistent naming between windows and tabs.
- Fixed an issue where the 'Looped' checkbox wasn't set consistently across Sprite Frames.
- Particle keyframes can be deleted.
- The rotation speed multiplier now defaults to 1. Previously, the zero value was preventing the AI Entity from rotating.
- Fixed an issue with Actions triggering at the start of the level.
- Generated NPCs can use formations.
- Fixed an issue which prevented the selection of a spline from a formation.
- When two objects collide damage is still applied regardless of the Collision Action setting.
- Improved the use of multiple CPU cores to optimise the Kit and the games it creates.
- Fixed an issue with Action pane not being fully reset when selecting a different action type.
- Fixed an issue where the NPC pane would scroll back to the top when some properties were edited.
- Entities that have been set to Stop on collision will disable any movement AI after a collision occurs.
- Added events for entities being Enabled and Disabled.
- The DestroySelf option on a Trigger will destroy the correct entity.
- Audio tracks can be deleted from the HUD pop-ups.
- The weapon clip can be set to refill when the player loses a life.
- Added an option for continuing a game where the player left off. This resets the player's lives and score.
- Bullets use swept collision detection for improved accuracy at high speed.
- PlayerDef upgrades can be stacked so that the effect of one upgrade can be added to by another.
- Front-End items can be restricted to specific players.
- Fixed a problem with selecting User Variables in the front-end after deleting a User Variable in the Behaviour Editor.
- Fixed a problem where player entities are always enabled at the start of a game.
- Front-End items are navigable using player input controls and Fire 2 to select.
- Windows are resizable. Some styles of window will be resizable in the next release.
- The Custom 5 collision group now works correctly.
- Added titles to many of the dialog windows to help usability.
- Increased the spacing on lists.
- Added section headers to some lists.
- Added a Help button to open the user guide.
The CPU optimisations have been tested by a group of users on the feature-test beta branch and everything seems good. But if you do experience a problem or have any comments or suggestions then please let us know via [email protected] or a post on the Steam forum. We want the Kit to be as stable as possible and would appreciate working with you to resolve any problems.
We'll do another post in a few days when we have the full release. In this we will share our plans for the usability improvements, new features and provide links to the new Wiki.
Thanks again for all your support.