We're pleased to announce that the latest update for the Shoot 'Em Up Kit is now available.
We've added a lot of new features such as an improved game background editor with lots of options; new visual effects such as camera shake and pixel graphics; and more sophisticated shields. We've also been focusing on usability and made it easier to swap entities; we've added help text when you hover over items; and there is a recent item bar. We will continue to make improvements to try and balance the ease of making a game with having a depth of features and options.
The change list for 2.0.14 is as follows:
Improved the player shield to include more options and effects.
Added filters to sort through collections of items.
Added links to the definition pages of entities.
Entities placed in the level now default to being instances. Changes made in the Entity Editor will modify the entities already placed in a level. Entities in the level can be unlinked from the copy in the Entity Editor.
Significantly optimised memory. The memory savings increase load time when resizing the Shoot 'Em Up Kit window and so the memory savings can be disabled using the Project Settings.
Fixed an issue with the default light being incorrect when reloading a level.
Fixed a crash when cancelling the placement of an object.
More complex backgrounds, such as parallax scrolling or clouds, are now supported.
Background editing now uses its own Window. This is still accessed from the Level Settings tool.
Support for scaling up or down 2x has been added to the post processing effects.
Support for non-filtered scaling up (useful for pixel graphics) has been added to the post processing effects.
Added Behaviour types for LevelStart and LevelComplete.
Each level now has its own set of Behaviours.
Help text (Tool tip) is constrained within the screen and not truncated at the screen edge.
Added support for more HUD and Front-End items.
Upgrades can activate or deactivate any of the 8 weapons.
The Shoot 'Em Up Kit starts in a full-screen window.
Progress bars update more frequently during project loading.
Modified the Acceleration and Brake values to represent the amount of time will take to get to/from Maximum Speed.
Added 'Quadratic' Movement type. This uses a quadratic curve for accelerating and braking which can give a feeling of weight.
Linear and Quadratic movement types will use the Brake value to slow to a halt when the joypad/button is released. This gives a feeling of weight and inertia.
Particle systems will default to emitting in the reverse direction of the Entity they belong to, if no Tag is specified.
Fixed an issue that allowed items from another level to be selected.
Fixed an issue with selecting items on the Front-End with a joypad.
Fixed an issue that prevented items moving at a constant speed when the framerate dropped.
Added a button for replacing entities. [F4] can also be used as a shortcut key.
Games that use a fixed resolution will be scaled-up to fit the current window size. Scaling is done using a power of 2 to maintain pixel accuracy.
Retro-style pixel effects can be achieved using low fixed resolutions in the project settings.
Improved controller responsiveness for item selection on the game Front-End pages.
Holding down the [CTRL] key while placing an object will allow another item to be placed. This is useful for populating a level with multiple copies of the same object.
Rotational Cameras that are tracking an Entity will match the Entity's orientation. If the Entity goes upsidedown then so will the camera. This fixes a problem in 6 degrees of freedom (6DoF) games where the camera would snap 180 degrees to remain upright.
Recently added items are included in a shortcut bar. This can be used to quickly populate levels with commonly used items.
Holding down [Shift] will speed up editor movement by 10x. You can move, strafe or zoom faster.
Added an Editor settings menu to tweak editor parameters such as movement speed or using a game window.
Added an explicit option for unlimited ammo.
Added auto-reload functionality for weapons. Weapons will automatically reload bullets when the clip is empty.
Fixed a problem with Bullet and Weapon sprites not using the Flip or Billboard options.
Added a Repeat option for Timers. This allows actions to be triggered at regular intervals.
Timers which have expired can be reactivated using the 'Activate' option from an Action.
The Behaviour Editor instruction list is automatically resized to fit the screen.
Selection dialog boxes can be resized.
Fixed an issue with dragging the Shoot 'Em Up Kit onto a 2nd monitor. This currently only works when using the Memory Optimisation setting.
Fixed problems with music playback when switching between the front-end and the game.
Player controls are ignored once the player entity is killed. Fixes an issue where it was possible to move after dying.
Fixed the 'Enable when on camera' NPC Definition option. NPCs will become enabled when they appear on-screen.
Triggers can be activated by more Entity types.
Level Editor window layout and recently used objects are saved and restored.
Added Camera Shake effect. Duration and Severity can be set. Shaking the camera roll is optional.
Added Micro Delay effect. This pauses the game for 1/60th second.
Added Slow Motion effect. This will slow down time and the duration can be set. The game will blend back into real time during the last 2 seconds.
Fixed an issue that could prevent videos from being included in standalone packages.
The Camera field of view will use the user's preferences of degrees or radians.
Fixed an issue with sprite rotations in HUD elements.
Fixed an issue that could prevent minimum and maximum values from being respected with User Variables.
Updated the User Guide.
The User Guide has been updated and is included in the download. The Wiki is still in-progress but it is a useful resource. Please check it out here and let us know what you think.
We hope you enjoy this new version and that you find the new features useful. We really appreciate you supporting us and if you have any feedback then it would be great to hear from you. If you encounter any problems then please let us know and we'll do our best to fix them as quickly as possible.
We're pleased to announce that the latest update for the Shoot 'Em Up Kit is now available.
We've added a lot of new features such as an improved game background editor with lots of options; new visual effects such as camera shake and pixel graphics; and more sophisticated shields. We've also been focusing on usability and made it easier to swap entities; we've added help text when you hover over items; and there is a recent item bar. We will continue to make improvements to try and balance the ease of making a game with having a depth of features and options.
The change list for 2.0.14 is as follows:
Improved the player shield to include more options and effects.
Added filters to sort through collections of items.
Added links to the definition pages of entities.
Entities placed in the level now default to being instances. Changes made in the Entity Editor will modify the entities already placed in a level. Entities in the level can be unlinked from the copy in the Entity Editor.
Significantly optimised memory. The memory savings increase load time when resizing the Shoot 'Em Up Kit window and so the memory savings can be disabled using the Project Settings.
Fixed an issue with the default light being incorrect when reloading a level.
Fixed a crash when cancelling the placement of an object.
More complex backgrounds, such as parallax scrolling or clouds, are now supported.
Background editing now uses its own Window. This is still accessed from the Level Settings tool.
Support for scaling up or down 2x has been added to the post processing effects.
Support for non-filtered scaling up (useful for pixel graphics) has been added to the post processing effects.
Added Behaviour types for LevelStart and LevelComplete.
Each level now has its own set of Behaviours.
Help text (Tool tip) is constrained within the screen and not truncated at the screen edge.
Added support for more HUD and Front-End items.
Upgrades can activate or deactivate any of the 8 weapons.
The Shoot 'Em Up Kit starts in a full-screen window.
Progress bars update more frequently during project loading.
Modified the Acceleration and Brake values to represent the amount of time will take to get to/from Maximum Speed.
Added 'Quadratic' Movement type. This uses a quadratic curve for accelerating and braking which can give a feeling of weight.
Linear and Quadratic movement types will use the Brake value to slow to a halt when the joypad/button is released. This gives a feeling of weight and inertia.
Particle systems will default to emitting in the reverse direction of the Entity they belong to, if no Tag is specified.
Fixed an issue that allowed items from another level to be selected.
Fixed an issue with selecting items on the Front-End with a joypad.
Fixed an issue that prevented items moving at a constant speed when the framerate dropped.
Added a button for replacing entities. [F4] can also be used as a shortcut key.
Games that use a fixed resolution will be scaled-up to fit the current window size. Scaling is done using a power of 2 to maintain pixel accuracy.
Retro-style pixel effects can be achieved using low fixed resolutions in the project settings.
Improved controller responsiveness for item selection on the game Front-End pages.
Holding down the [CTRL] key while placing an object will allow another item to be placed. This is useful for populating a level with multiple copies of the same object.
Rotational Cameras that are tracking an Entity will match the Entity's orientation. If the Entity goes upsidedown then so will the camera. This fixes a problem in 6 degrees of freedom (6DoF) games where the camera would snap 180 degrees to remain upright.
Recently added items are included in a shortcut bar. This can be used to quickly populate levels with commonly used items.
Holding down [Shift] will speed up editor movement by 10x. You can move, strafe or zoom faster.
Added an Editor settings menu to tweak editor parameters such as movement speed or using a game window.
Added an explicit option for unlimited ammo.
Added auto-reload functionality for weapons. Weapons will automatically reload bullets when the clip is empty.
Fixed a problem with Bullet and Weapon sprites not using the Flip or Billboard options.
Added a Repeat option for Timers. This allows actions to be triggered at regular intervals.
Timers which have expired can be reactivated using the 'Activate' option from an Action.
The Behaviour Editor instruction list is automatically resized to fit the screen.
Selection dialog boxes can be resized.
Fixed an issue with dragging the Shoot 'Em Up Kit onto a 2nd monitor. This currently only works when using the Memory Optimisation setting.
Fixed problems with music playback when switching between the front-end and the game.
Player controls are ignored once the player entity is killed. Fixes an issue where it was possible to move after dying.
Fixed the 'Enable when on camera' NPC Definition option. NPCs will become enabled when they appear on-screen.
Triggers can be activated by more Entity types.
Level Editor window layout and recently used objects are saved and restored.
Added Camera Shake effect. Duration and Severity can be set. Shaking the camera roll is optional.
Added Micro Delay effect. This pauses the game for 1/60th second.
Added Slow Motion effect. This will slow down time and the duration can be set. The game will blend back into real time during the last 2 seconds.
Fixed an issue that could prevent videos from being included in standalone packages.
The Camera field of view will use the user's preferences of degrees or radians.
Fixed an issue with sprite rotations in HUD elements.
Fixed an issue that could prevent minimum and maximum values from being respected with User Variables.
Updated the User Guide.
The User Guide has been updated and is included in the download. The Wiki is still in-progress but it is a useful resource. Please check it out here and let us know what you think.
We hope you enjoy this new version and that you find the new features useful. We really appreciate you supporting us and if you have any feedback then it would be great to hear from you. If you encounter any problems then please let us know and we'll do our best to fix them as quickly as possible.
The Christmas event just started on UB, enjoy the end of year festivities until December 29th included.
■ XMAS EVENT
From December 15 to 29, collect a maximum of Ice Tokens to get exclusive items from Christmas 2017!
Remember to collect the daily rewards of your Advent Calendar, a gift per day awaits you until December 25th.
Get your Ice Tokens by accumulating "Ice Fragments" throughout the event: -In end-of-game reward. -By finishing your daily quests. -By participating in your Guild quests. -By collecting it directly on the ground after killing an opponent.
By combining 4 Ice Fragments you will get a brand new Ice Token, which you can use from the Main Menu for the rewards of your choice.
As tradition dictates, exclusive items to the Christmas event can also be obtained as end-of-game rewards at a low rate until December 25.
The different gifts you can redeem with Ice Tokens: -Christmas Accessory Chest: Costs 5 Ice Tokens, contains a 2017 Christmas accessory and a Lottery ticket. -Christmas Hat Chest: Costs 10 Ice Tokens, contains a 2017 Christmas hat and a Lottery ticket. -Title: Costs 20 Ice Tokens, grants you the new title "Cryo Genius" and a roll of Lottery tickets. -Tomb: Costs 20 Ice Tokens, grants you the new grave "Fireplace" as well as a roll of Lottery tickets. -2016 Christmas Chest: Costs 25 Ice Tokens, contains a lottery ticket as well as two Christmas hats 2016, or a chest of the previous year. -UBmon: Costs 40 Ice Tokens, grants you the new pet "Lilfoo" as well as a roll of Lottery tickets.
The 2017 Christmas Rune will remain available on the shop until the end of the year, you can get one of the 7 exclusive weapons at Christmas 2017, or a Rune of the previous year.
With the 2016 Christmas Chest and the 2017 Christmas Rune, you'll be able to "go back in time", and the luckiest of you may get exclusive items from a previous year.
When you open a 2017 Rune, you have a slight chance of getting a rare bonus item: "The Sleigh Bazooka"!
■ GUILD QUESTS MODIFICATIONS
The Guild Quest System has been revisited so that all your allies can have their Guild Tokens, even if they were unable to participate in the quest.
Now a member of your Guild connecting after the end of a quest will receive his Tokens at his connection, as long as new quests do not replace the previously completed quests.
■ FANART CONTEST
Remember that you have until the end of the year to send us your creations, either by posting them on the Hub of the Steam community, or by sending them directly by email to support@ediogames.com.
There is no imposed theme: drawing, sculpture, video etc, we accept everything your brain can imagine!
In any case remember to tell us your nickname in UB so we can easily give you your rewards, or consolation prices.
That's about dear Nubs, we wish you all Ultimatest holiday season!
The Christmas event just started on UB, enjoy the end of year festivities until December 29th included.
■ XMAS EVENT
From December 15 to 29, collect a maximum of Ice Tokens to get exclusive items from Christmas 2017!
Remember to collect the daily rewards of your Advent Calendar, a gift per day awaits you until December 25th.
Get your Ice Tokens by accumulating "Ice Fragments" throughout the event: -In end-of-game reward. -By finishing your daily quests. -By participating in your Guild quests. -By collecting it directly on the ground after killing an opponent.
By combining 4 Ice Fragments you will get a brand new Ice Token, which you can use from the Main Menu for the rewards of your choice.
As tradition dictates, exclusive items to the Christmas event can also be obtained as end-of-game rewards at a low rate until December 25.
The different gifts you can redeem with Ice Tokens: -Christmas Accessory Chest: Costs 5 Ice Tokens, contains a 2017 Christmas accessory and a Lottery ticket. -Christmas Hat Chest: Costs 10 Ice Tokens, contains a 2017 Christmas hat and a Lottery ticket. -Title: Costs 20 Ice Tokens, grants you the new title "Cryo Genius" and a roll of Lottery tickets. -Tomb: Costs 20 Ice Tokens, grants you the new grave "Fireplace" as well as a roll of Lottery tickets. -2016 Christmas Chest: Costs 25 Ice Tokens, contains a lottery ticket as well as two Christmas hats 2016, or a chest of the previous year. -UBmon: Costs 40 Ice Tokens, grants you the new pet "Lilfoo" as well as a roll of Lottery tickets.
The 2017 Christmas Rune will remain available on the shop until the end of the year, you can get one of the 7 exclusive weapons at Christmas 2017, or a Rune of the previous year.
With the 2016 Christmas Chest and the 2017 Christmas Rune, you'll be able to "go back in time", and the luckiest of you may get exclusive items from a previous year.
When you open a 2017 Rune, you have a slight chance of getting a rare bonus item: "The Sleigh Bazooka"!
■ GUILD QUESTS MODIFICATIONS
The Guild Quest System has been revisited so that all your allies can have their Guild Tokens, even if they were unable to participate in the quest.
Now a member of your Guild connecting after the end of a quest will receive his Tokens at his connection, as long as new quests do not replace the previously completed quests.
■ FANART CONTEST
Remember that you have until the end of the year to send us your creations, either by posting them on the Hub of the Steam community, or by sending them directly by email to support@ediogames.com.
There is no imposed theme: drawing, sculpture, video etc, we accept everything your brain can imagine!
In any case remember to tell us your nickname in UB so we can easily give you your rewards, or consolation prices.
That's about dear Nubs, we wish you all Ultimatest holiday season!
Fixed controller distance required for making snowballs at smaller and larger player scale modes- these used to not scale with the player.
[Noitom Hi5] Fixed hand animations at different players scales.
[Noitom Hi5] Improved jumping ability by offsetting the rotation point to be about the same as a vive controller’s would be instead of at the palm of the hand.
[Noitom Hi5] Made the Noitom Hi5 gloves more compatible with the winter update and snowballs.
[Noitom Hi5] Improved thumb movement range.
I’ll probably update again fairly soon as Noitom is updating their SDK soon I think.
Fixed controller distance required for making snowballs at smaller and larger player scale modes- these used to not scale with the player.
[Noitom Hi5] Fixed hand animations at different players scales.
[Noitom Hi5] Improved jumping ability by offsetting the rotation point to be about the same as a vive controller’s would be instead of at the palm of the hand.
[Noitom Hi5] Made the Noitom Hi5 gloves more compatible with the winter update and snowballs.
[Noitom Hi5] Improved thumb movement range.
I’ll probably update again fairly soon as Noitom is updating their SDK soon I think.
Sadly the Ice Age had put an end to the dinosaur shenanigans, but with these icy winds comes a cool new Champion - Alysia, the Ice Weaver. The Frozen Mists are here, as well as a host of new Frozen Items.
Read our Patch Notes to read about Frozen Mists, Alysia, and changes and fixes now in the game! You can also watch the Alysia Champion Preview and get a quick look at some Frozen Outfits!
Battlecrank is an excellent source for coverage and analysis of Battlerite - the game, the community, the events, and esports. If you’re looking for a great breakdown on what the important things to focus on as you’re learning the game, you can read their article on The Ten Commandments of Battlerite.
There have been some artists in the Community making particularly cute art pieces that need to be shared.
First we have a darker take on Poloma by Elnes on DeviantArt. You can go here for the original.
Another image of Poloma, this time by Mariennes on tumblr, she’s looking much less dark here! Find the original here
Next we have some pretty awesome pixel art of Ezmo, done by Neku Lines on tumblr again. You can find the original here.
And finally, I’m unable to post it here, but ArtofSully on twitter was playing around with dynamic rotation in Unity and used a sprite he made of Destiny! You can see the cool example here.
There are a lot more video content creators for Battlerite, and you should check them out!
Battlerite Sage has been creating a great series on Battlerite Basics, Discussion on the game and games in general, and analysis of balance changes. You can find a video on how to build a successful team composition here:
It’s been awhile since we highlighted BattleManly for their videos, and why not return to it again? Known for their compilations of best plays throughout the week, they now also host tournaments but haven’t forgotten their roots. Check out Best of Battlerite #55 - Welcome to the Jungle.
Next we have Joshino, who has started making content for Battlerite and has recently made a video featuring our new Champion, Alysia, and how to play her.
Battlerekt is returning! With the first season since Early Access, Battlerekt ia returning bigger than ever with a 9-week series and prize pool totalling $9,000. Split between North America and Europe, participants compete in a 3v3 single elimination tournament broadcast on Twitch on Wednesdays.
Battlerite has partnered with Battlefy to bring you the Battlerite Community Series. Here you can take part in or create your own tournaments, and you can apply to have in-game items as rewards! Check it out at battlefy.com. You can find your specific regions here:
Introducing BattleFrance Brawl, a weekly 2v2 tournament held every Friday at 9PM CEST! Participate and you can win in-game prizes and a fancy black color for your name in the BattleFrance Discord channel.
Tune in to the BattleFrance Twitch Channel to watch the action! ---------------------------------------------------------------------------------------------------------------
If you have a useful community related tool or website, or are hosting a tournament and would like to be featured in this section, please write an email to community[at]battlerite[dot]com with information about it!
Sadly the Ice Age had put an end to the dinosaur shenanigans, but with these icy winds comes a cool new Champion - Alysia, the Ice Weaver. The Frozen Mists are here, as well as a host of new Frozen Items.
Read our Patch Notes to read about Frozen Mists, Alysia, and changes and fixes now in the game! You can also watch the Alysia Champion Preview and get a quick look at some Frozen Outfits!
Battlecrank is an excellent source for coverage and analysis of Battlerite - the game, the community, the events, and esports. If you’re looking for a great breakdown on what the important things to focus on as you’re learning the game, you can read their article on The Ten Commandments of Battlerite.
There have been some artists in the Community making particularly cute art pieces that need to be shared.
First we have a darker take on Poloma by Elnes on DeviantArt. You can go here for the original.
Another image of Poloma, this time by Mariennes on tumblr, she’s looking much less dark here! Find the original here
Next we have some pretty awesome pixel art of Ezmo, done by Neku Lines on tumblr again. You can find the original here.
And finally, I’m unable to post it here, but ArtofSully on twitter was playing around with dynamic rotation in Unity and used a sprite he made of Destiny! You can see the cool example here.
There are a lot more video content creators for Battlerite, and you should check them out!
Battlerite Sage has been creating a great series on Battlerite Basics, Discussion on the game and games in general, and analysis of balance changes. You can find a video on how to build a successful team composition here:
It’s been awhile since we highlighted BattleManly for their videos, and why not return to it again? Known for their compilations of best plays throughout the week, they now also host tournaments but haven’t forgotten their roots. Check out Best of Battlerite #55 - Welcome to the Jungle.
Next we have Joshino, who has started making content for Battlerite and has recently made a video featuring our new Champion, Alysia, and how to play her.
Battlerekt is returning! With the first season since Early Access, Battlerekt ia returning bigger than ever with a 9-week series and prize pool totalling $9,000. Split between North America and Europe, participants compete in a 3v3 single elimination tournament broadcast on Twitch on Wednesdays.
Battlerite has partnered with Battlefy to bring you the Battlerite Community Series. Here you can take part in or create your own tournaments, and you can apply to have in-game items as rewards! Check it out at battlefy.com. You can find your specific regions here:
Introducing BattleFrance Brawl, a weekly 2v2 tournament held every Friday at 9PM CEST! Participate and you can win in-game prizes and a fancy black color for your name in the BattleFrance Discord channel.
Tune in to the BattleFrance Twitch Channel to watch the action! ---------------------------------------------------------------------------------------------------------------
If you have a useful community related tool or website, or are hosting a tournament and would like to be featured in this section, please write an email to community[at]battlerite[dot]com with information about it!