Sorry, it's a bit confusing as originally the output window dimensions were the only way of controlling the exported size image/video size, but now there's the export options as well. Basically the output window dimensions are the base size when the export scale is set to 100%. So if you wanted to render at 4k you could have the output window dimensions set to 512 x 512 and then the export scale set to 800%
I might remove the output window dimensions since I think it's kind of confusing, as now it's really more of a ratio/crop area than anything, since the export dialog has more control over the final size
MNKY
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That should be okay, probably a little slow at that scale, but it'll depend on your specs. I've changed the export dialog so that now the output scale actually renders at the scale/resolution you set (rather than scaling it up/down after), so once I release this update, you should be able to go as high or low as you like
1. Should be doable
2. There isn't any installer currently, so you'd have to associate the files manually, but I should be able to make it compatible with that
3. I'll have a look into this, it should be possible, although I'll admit the program was originally intended to be a single screen application, but I know not everyone likes work that way
4. I get what you're saying, I'm still trying to figure out a good way to make the sections easier to navigate without getting overwhelmed/lost, but I'll take your suggestions into consideration
5. This is on my to-do list, hopefully in the next update
6. I agree, I was supposed to use proper slightly larger icons, but forgot to update them. I'll make a note of that
7. I'll have a look into how easy it is to theme with the UI library I'm currently using
8. The majority of properties should have a tool tip when you hover over them, I'll check to see if I've missed any
Thanks!
The shadows are done using an orthographic camera that views the level from a top-down perspective and it follows the ship as it moves through the level. The camera is inside a viewport so that I'm able to access what the camera sees as a texture. The viewport is setup to have a transparent background, and things like the ground in my levels are on a different visibility layer so that they're not rendered by this camera, only the main objects such as the ship, enemies, scenery etc are. I then use this texture mapped onto a flat plane positioned just above the ground (also on a different visibility layer so the top-down camera doesn't see it) and I use a shader to draw the checkerboard effect. Any part of the viewport texture with a transparency < 0.5 is discarded, and anything greater is where I draw the checkerboard texture, which is just a repeating 8 x 8 texture and it's drawn using screen space UVs.
Hope that helps, let me know if you're unsure of anything :)




