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Nick Morison
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Hi,

I was just wondering why, when I place an item that is linked to it's entity in the level editor it appears really small, however when I click break instance link the object then appears in it's normal size?

Also in the HUD editor, the score, lives text look to be spaced fine, but then in test level they're almost overlapping each other!

Think I've mentioned this before, but in the level editor it would be really handy to be able to toggle off the on screen display of various items such as triggers, cameras, timers etc.(maybe little toggle buttons in a row next to the test game / test level buttons).

Another really handy feature would be the inclusion of tiles for a background - ie import a bitmap and have the kit split it into tiles of a user defined width and height to then be placed in the level editor (thinking old skool Seuck here! :) )

Also, on the effect tab of an object, when clicking the effect to bring up the effect list (alive, destroyed etc), it would be really handy to have the list display which effects have actually been set for that object (maybe a tick next to them or display the text in bold?).

Is there ever gong to be an improvement to the item selector window in the level editor also (it would be handy if the objects names were also displayed in here perhaps an option to display them as a list instead of just the thumbnail images (same for selecting a sprite in the sprite editor)).

One more thing! - any update on the export to Android / iOS ? :)

Thanks again,

Nick.

Tall John
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Joined: 01/27/2011
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Placing items linked to entities

Hi Nick,

Thank you for the questions and suggestions.

I assume you are using a sprite when breaking a link changes the size of the entity. We had an issue where sprites were 10 times bigger than meshes when they were placed into a level. They also appeared very large when being placed in a new level where the camera was 200 units away. We made a change so that the Sprites would be shrunk down internally but I think you have found a bug that is reversing that when you unlink the Entity. We will look into this and fix the problem.

The HUD items overlapping will be caused by the 'Working Resolution'. This is a setting in the Project Settings that we added quite recently to allow the HUD layout to be preserved on different resolutions. We haven't communicated this feature within the HUD or Front End Editors or within the documentation and I apologise for this.

The idea behind the 'Working Resolution' is that you set the Width and Height values to match the resolution you used when designing your HUD in the HUD Editor. I tend to run the Shoot 'Em Up Kit in a Window using the 1280x720 resolution and so when I am laying out the controls on my HUD I set the Working Resolution to 1280x720. If I export the game and play it full screen then the Kit knows that the HUD is designed for 1280x720 and so must scale everything up to match my monitor (2560x1440 in my case).

We will add a window that can be used to show and hide item types in the level. This is a great suggestion - Thank you.

I also like the tile based map editor. We've made some progress towards this within the Level Editor. Snap to grid and snap to object are helpful when aligning objects. You can also set the grid Layer to place items in the background and quickly select recently used items. But it would be good to have a selection of tiles to choose from and then just select one and draw it on the background tile.

I completely understand your comment about the Effect list. We've struggled with this too - trying to find which effect is triggering a particle system, for example. The good news is that this is being replaced very soon. The Effect tab will contain only the effects that are currently used and will have an [Add Effect] button to create new ones. We have done this for the Action tab already and it will be in our next Beta update.

A list view for the item selector window sounds like a nice addition. I can see how a list of names rather would be useful. You can't see the alphabetic order of icons :) and some items may be visually similar and the name would be a quick way of identifying without needing to hover over the icons to see what they are called.

We are moving the Shoot 'Em Up Kit to a new engine. This will provide us with the ability to export to iOS, Android as well as other platforms. There are some licensing issues we need to address before we make any announcements about the other platforms but I wanted to let you know that we are actively working on allowing games made with the Shoot 'Em Up Kit to run on many devices.

Thanks,
John

Nick Morison
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RE: Placing items linked to entities

Hi John,

Thanks for clearing up a few things regarding the placement of objects and the HUD. I did mean sprites sorry. I place one of the bitmap NPC's (the vector square for example), it appears really really small (though any particles emitted from it appear massive!), but then unlink it from the entity and it then expands back to normal.

Still loving this program, it has sooo many features. I do really think though an easy way to create a tiled background would be the icing on the cake (mmmm cake!!) - maybe as an additional option in the background options in the level settings - not sure tho!

Looking forward to future updates :)

If I think of any more suggestions or ideas I'll let you know.

Thanks again,

Nick.

Nick Morison
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Another quick idea!

Just been playing with the kit and thought of another idea that I think would be useful.

On a camera properties window, click into the little window that shows what the camera is "seeing" - then that becomes the display in the level editor (if that makes sense?!).

Would be handy I think - especially for the camera that is set to be the game starting camera.

Thanks,

Nick.

Tall John
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Placing items linked to entities

Hi Nick,

Thank you for the suggestion about making the Editor's camera match the selected Camera Shot. I completely understand what you mean and agree that it would be good to be able to snap to the Camera Shot you've selected. We'll get that in very soon.

There will soon be a few tweaks to the gizmos which will help manipulate cameras (and other objects) too. There will be a gizmo mode which matches the rotation of the selected item rather than just the world X, Y and Z axis. This makes it easier to move a camera in and out of the scene based on the camera's current direction rather than the world axis.

Thanks again,
John

Nick Morison
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Joined: 03/13/2012
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Placing items linked to entities

Hi,

Thanks for that, really looking forward to the updates :)

Nick.