The Shoot 'Em Up Kit allows users to create their own professional quality videogames with just a few clicks of a mouse. With the Shoot Em Up Kit a simple game can be created in just a few seconds while lighting, camera views, behaviours, physics settings, shaders, particle effects and AI can be created and modified to fine-tune a complex game. Royalty-free stand-alone executables can be can be created, or you can upload your creations to share with the community. The Shoot Em Up Kit is now available from the Tall Studios website.
This demo version 1.0.13 contains all the features of the Shoot 'Em Up Kit, but you cannot save or upload games. The Shoot 'Em Up Kit allows you to create your own professional quality 2D or 3D shoot ‘em ups using a powerful graphics and audio engine. A simple game can be created in under a minute while lighting, camera views, behaviours, physics settings, shaders, particle effects and AI can be created and modified to fine-tune a complex game.
- Fixed an issue with particle effects now being created correctly for NPCs created by an NPC Generator.
- Sprites now display correctly on all front-end pages.
- Fixed a problem with long NPC Definitions appearing truncated in the General pane.
- NPCs will not be removed when they are off-screen unless their Definition is set to do so.
- Fixed an issue which prevented Sprite Entities from being removed when off-screen.
- Particle Effects now stop correctly when an NPC is removed for being off-screen.
- Camera-relative Active Areas now work correctly.
- If a mesh contains a reference to an invalid texture file then it will be ignored.
- Fixed an issue with the WSAD key configuration where J moved right instead of D.
- Fixed a potential crash if a shader contained an unused string. The string would be optimised away but the Material Pane would still try to write it.
- Fixed an issue with the Camera which could make using the editor difficult in certain orientations.
- Added UI settings for defining a fixed resolution or aspect ratio.
- Multiple weapons now fire correctly in each level.
- The default Acceleration type is now "None", meaning Entities will immediately reach full speed when they move.
- Fixed an issue with Propertional acceleration types which didn't work correctly with some controllers.
- Fixed an issue with playing a game and then loading it in the create menu. In some cases it would cause a crash.
- The delete button now works properly for weapon definitions.
- Fixed a potential crash when selecting a sprite in the Front-End editor.
- Fixed a crash if the user clicks [Add Text] in Front-End editor but clicks [Done] before placing it.
- Fixed an issue which could cause the UI panes to be hidden behind sprites in the Front-End editor.
- In the Front-End editor, placing a new sprite will cause any sprites occupying the same space to automatically increase their draw order. This ensures new sprites are drawn in-front of older sprites.
- When placing a sprite give it a low draw order so that it is visible.
- Splash pages will always be removed after they have been displayed. If there are no menu pages then they will lead straight into Level 1.
- Fixed a crash if the window is resized while a camera selected.
- Improved checks for GUI editing so that the Level Editor camera keys are more responsive.
- Weapons can now be easily associated with individual fire buttons.
- Fixed an issue which only allowed the first 4 weapons to be used when firing.
- The level list is now built correctly if loading a level from the Level Editor.
- A joystick which does not meet the expected number of axis will no longer cause the application to abort.
- Formations now default to NoneProp proportional movement which fixes an issue with the MoveDirectional AI Type.
- Volume controller does not work in the user settings menu.
Features Missing or Disabled
- Volume and Controller dialogs for stand-alone games.