Create your own professional quality videogames without any programming or scripting. Create games using a simple yet powerful drag-and-drop interface and fine-tune items to customise your game. The Shoot 'Em Up Kit provides a wide range of features to create the game you always imagined.
All Reviews:
Mixed (22) - 68% of the 22 user reviews for this software are positive.
Release Date:
Jun 5, 2015
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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We want to work with the community as we finalise the features and content. The Shoot 'Em Up Kit will keep evolving with new features and assets driven by the feedback from the community. Early Access allows us to get a head-start on this.”

Approximately how long will this software be in Early Access?

“We expect the Shoot 'Em Up Kit to be in Early Access for 4 weeks.”

How is the full version planned to differ from the Early Access version?

“We are adding support for Steam Workshop and there will be more assets, sample games and tutorials. Once the Shoot 'Em Up Kit is released we will continue to work on adding more features and assets.”

What is the current state of the Early Access version?

“The Shoot 'Em Up Kit is mostly complete. We have been using it for some time to create the sample games and tutorials which come with it.”

Will this software be priced differently during and after Early Access?

“The Early Access version is nearly complete and so we will keep the price the same.”

How are you planning on involving the Community in your development process?

“We welcome feedback and suggestions. It's a great way to make the Shoot 'Em Up Kit the product people want it to be.”
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Recent updates View all (17)

June 20

Shoot 'Em Up Kit 2.0.17

We're please to announce that the latest version of the Shoot 'Em Up Kit is now available.

The change list is as follows:
  • Added an option to load from the last autosave if the SEUK is not closed properly and the autosave folder has a newer version of the project.
  • Prevented a potential crash if project files cannot be found.
  • Added a button to open an explorer window for the project's directory.
  • Added a Save As button.
  • Shields can be enabled and disabled using Upgrades.
  • Player Definition upgrades now consider every button and controller axis separately so that individual controls can be upgraded.
  • Increased the number of custom collision groups to 20.
  • Added Max Active parameter to the NPC Generator. This can regulate the flow of NPCs from an NPC Generator and control the number of active enemy.
  • Fixed a problem that prevented the position of some front-end items from being specified to 2 decimal places.
  • Hidden objects will no longer be considered for collision.
  • Using Debug mode will display an event log at the end of the game.
  • NPCs and Formations using splines will correctly use the 'End of Spline' settings.
  • Fixed an issue with formations where a 'Kill Entity' action could prevent the formation working correctly.
  • Added options for 'Quit to Menu' and 'Exit App' in the Actions list. These can also be mapped to input controls in the Player Definitions.
  • Shield properties can use decimal values.
  • Triggering an active Upgrade will reset its duration. This allows an upgrade with a time limit to remain active as long as something is repeatedly triggering it.
  • Shield Strength value is saving correctly.
  • Properties for Players 1 to 4 can now be accessed in the HUD.

We hope you enjoy these new features, fixes and updates. If you have any questions then please let us know.

Thanks again for all your support.
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About This Software

Create your own professional quality videogames without any programming or scripting using a simple yet powerful drag-and-drop interface. 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 for you to sell or share with the community.

Features

Create your own videogame without programming
Create your own 2D or 3D shoot ‘em up using a powerful graphics and audio engine.
A few seconds and you have a game - creating a game can be as simple as choosing and placing a player model, choosing and placing an enemy model and clicking ‘Play’.
Designed and created by games industry professionals who have worked on titles such as Rainbow Six Vegas, Hydrophobia, Assassins Creed and Far Cry 2.

Use professional graphics tools ... or a pen and paper
Create graphics and sound any way you want, including:
3D Modelling tools such as XSI or Milkshape
Shader Editors to create in-place or post-processing shaders
Pen, paper and a scanner
Modelling clay and a camera
Your favourite painting software
The models and images included

Design your own levels
Build levels using your own models or drawings, or use the ones provided
Set up lighting and camera views and behaviours
Control the Physics settings and watch nVidia’s PhysX simulate your world
Use shaders to create powerful visual effects
Use default settings to create a game quickly or tweak hundreds of settings to make the game exactly as you want it
Choose from many different types of AI, or blend several types together, to bring characters to life
Group enemy into waves and add bonuses.
Add upgrades such as new weapons or multipliers.

Tools
Create eye-catching particle effects
Add music and sound effects to your games
Customise behaviours using an easy-to-use tool which allows you to control events
Build your own Front-End (Menu) screens or HUD (Head’s-Up–Display) to display the score, etc.

Tutorials
Tutorial Games introduce different features
Videos show you step-by-step how to use the tools and features
An extensive manual (100+ pages) can be used for reference

Play and share your own creations
Save games as EXE files
Share your creations on Steam Workshop (Future feature)

Technical Features

Engine
Direct9 engine, using XAudio2 for audio
Support for user-created HLSL shaders; both model and post-process shaders
Default shader supports: diffuse textures, normal mapping, specular mapping, cube mapping, ambient lighting, point lights, spotlights, and directional lights
Users can use their own models (x or obj format), textures, shaders, sound effects or music
Bone based (Skinned) 3D animation

Sprites
Create sprites from images in many formats (bmp, jpeg, png, tga, dds, dib, and more)
Display in 2D or 3D space
Billboard Sprites
Animation

Particles
2D and 3D particles
Control how particles appear over their lifetime - vary speed, colour, or opacity, for example
Particles can use Physics effects, and can collide with other objects

Lights
Point, Directional, Spotlights and Ambient lighting
Unlimited lights can be placed in a scene
Up to 8 active lights

Levels
Multiple levels per game
Many settings for customising Player, NPC, Weapon and Bullet behaviours – including Speed, Inertia, Friction, Maximum ammunition, Rate of Fire, Bullet distance, etc.
Tags can be placed on any entity to identify interesting points, such as thrusters or the position of a gun
Sky boxes (Cubemap or custom model)
Collision: Sphere, Box, Cylinder, Custom model. Pixel-perfect collisions
Camera: Static, Follow Entity, Rotate in place, Move along spline, Transition effects, FOV
Triggers. Link triggers to other items to allow a trigger to activate an enemy, for example; or choose pre-defined events (Kill Player, Game Over or Level Complete)
Timers. Count up or down. Like Triggers, Timers can also be linked to other items, and contain pre-defined effects
Checkpoints. Options to respawn enemy, reset timers, etc, if the player returns to a checkpoint
NPC Generators to control NPC spawning position, frequency, maximum enemy active at once, maximum enemy created by the generator
Formations of NPCs. Formations may have their own AI behaviours
Splines can be placed and used by NPCs or the Camera. Splines can also be drawn as part of the scene
Ground planes can be placed for the Physics system
Multiple Level Complete criteria
Use Gizmos to move, rotate and scale objects
Undo and Redo changes
Copy and Paste items for quick editing

Input
Keyboard, Mouse, DirectInput compatible Joystick, Xbox360 controller
Support for soft-controls for touch-screen devices
Tilt sensors are supported for player controls

AI
Many types of ‘micro-behaviours’ (MoveTo, Chase, Evade, Fire, Wait) which can be combined to produce more sophisticated behaviours
Each micro-behaviour has a number of properties which allow the user to fine tune the behaviour

Physics
Uses nVidia’s PhysX physics simulation software
Compatible with PhysX remote debugger
Set mass, static and dynamic friction, linear and angular damping, and more

Sound
Streamed audio (ogg)
Sound effects (ogg, wma and wav) in stereo or 3D audio
Properties such as Panning, Range, Volume, Pitch variation and Looping
Support for subtitles
Control how often sounds are used or repeated

Behaviour Editor
Create custom events and behaviours using a drag-and-drop interface
Behaviours can be created which will be triggered by many different in-game events
Any properties of the game or an entity can be used or modified
Use an object-oriented approach for ease-of-use

Front End and HUD
Customise many types of Front End pages
Easily link text or graphics to data from the game to create health bars, for example
Select text font, size, style and colour


More details can be found on our website http://www.tallstudios.com

System Requirements

    Minimum:
    • OS: Windows XP, Vista, 7, 8 or 10
    • Processor: Intel Dual-Core 2GHz or AMD Dual-Core 2GHz
    • Memory: 4 GB RAM
    • Graphics: Shader Model 3
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • Sound Card: DirectX Compatible Sound Card with latest drivers

What Curators Say

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