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robertsconcepts
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Hello all,

Wondering if there exists, or is planned, a feature or capability to disable texture filtering to get a result similar to this:

via GIPHY

I work in a low-poly, pixel perfect style and would love to implement that into what I'm doing with SEUK. Thank you for providing such an elegant platform for artists to try their hand at game design!

Tall John
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Disable texture filtering?

Hi robertsconcepts,

Welcome to the forums and thank you for the question.

You can set a fixed resolution in the Project Settings. When you play or test the game the Shoot 'Em Up Kit will scale up or down to this resolution without any texture filtering. It will also try to scale up 2x (or 4x or 8x or 16x) to give the biggest image it can on the PC's screen resolution settings without compromising the pixel shape.

Because this often leaves a border around the game area you can design how the border should appear using the Border page in the Front-End editor. I tend to just use an image but you can design something more fun if you wish.

We intend to bring the fixed resolution feature into the level editor so that you can design your levels in exactly the way they will appear.

Thanks,
John

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robertsconcepts
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John, thank you for your

John, thank you for your quick reply; I've been playing around with the kit and It looks like it will work great for what I am trying to accomplish. I did have another question regarding the entity editor and animation -- suppose I wanted to set an entity to continuously rotate at a constant velocity, is this something I could do within the kit, or would I need to import an animation? I'm wondering if I can create a "vehicle" (entity) with a separate disc mesh parented to this vehicle entity and set to constantly rotate for visual effect, like a mechanical part.

Tall John
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Entity Rotation

Hi robertsconcepts,

You can add a rotating part to an entity by using parenting and a non-player character (NPC) that's set to rotate.

1 – Add a Tag to the parent entity at the position where the rotating part should be attached. More information about tags can be found on the wiki. http://tallstudios.com/wiki/index.php/Tags_Tab

2 – Place the rotating part entity as an NPC. In the General pane set the NPC Definition to Rotate Slow. Set the Parent Entity to your vehicle and set Tag to the tag you created. Finally, set the Use Position box to checked.

3 – Go to the AI Tab for the rotating part. Delete the existing AI types then add AI Type Rotate (choose + or – Yaw, Pitch or Roll to get the direction you need). Change the Speed Multiplier to change the speed.

You will need to stop the two parts colliding and destroying each other. To do this:
- Set the collision group of the rotating part to ‘Custom 1’ in the Collisions tab in the Entity Editor.
- Go to Level Settings in the Tools menu and click Edit Collision Groups.
- Select ‘Custom 1’ from the drop down menu and uncheck any groups you don’t want it to collide with. Collision groups are covered in the wiki. http://tallstudios.com/wiki/index.php/Edit_Collision_Groups

I hope this helps. Please let me know if you have any questions.

Thanks,
John

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