Scissor2D - A new 2D toolkit plugin

This is some really amazing work! Thank you for both implementing the functionality, and also going the extra step for usability and convenience. I can absolutely see myself using this in the future.

Thanks nopunintendo, your kind words are appreciated. The forum has been a bit quiet of late.


I just realised that I didn’t implement a drag and drop preview for the Flipbook Editor, it now feels even nicer with one!

I’m just planning out what i want to work on next, and I’ve been thinking a lot about Sorting Groups and their importance. Unity added Sorting Groups as a much requested feature after the Sorting Layer functionality was out in the wild. But I feel really Sorting Groups should be the default behaviour for Actors and their contained components.

I’ve decided I’m going to refactor the sorting layers a little to accommodate this. Doing this will also see a performance increase as i can pre-sort internal component groups, and the renderer will only need to deal with the root Actors.

Great Work!

Can’t wait to play with this =).

Sorting Groups

Scissor2D now has support for Sorting Groups, which is the new default behaviour for anything rendered inside a ScissorActor.

https://i.imgur.com/Y9sDqYm.png

This slightly changes how sorting layers works over all as the ‘Sorting Layer’ and ‘Order in Layer’ variables have now moved to the base Scissor Actor.

https://i.imgur.com/PchQ4Ui.png

Scissor Components now have a new variable called ‘Render Order’, which defines the draw order within an Scissor Actor.

https://i.imgur.com/0O3emG9.gif

Why have I done this? Before the changes, Components that are part of an Actor would need their layering settings set from the global layering pool. A problem arises when two Actors with the same layering setting pass over each other. As you can see above they interact in undesirable ways. The only solution being the creation of many render layers or writing a game system to dynamically move ordering around.

https://i.imgur.com/10VmRk4.gif

Under the new system Scissor Actors are treated as a singular entity so all the contained parts correctly sort over other actors on the same layer. In the rarer case that you actually need an Actor to span multiple world layers, you can use a UChildActorComponent with another ScissorActor in it and that will work as expected.

Right then, I think I’m going to tackle Texture Atlasing next, as it looks a bit tedious to implement and id like to get it out of the way :slight_smile:

hmm…
again, Scissor2D looks alot like a Sideview 2D Editor only :confused:
A 2D J-RPG Editor with full Topdown support would be nice… and yes… i was thinking of a RPG Maker Like Editor…

Well I have to ask then, why make RPG Maker inside UE4? In that case it would be way better to use RPG Maker itself directly^^

You’ve done some awesome work so far! I particularly like what you’ve done with the Flipbook Editor, both in functionality and usability.
Looking forward to seeing future progress!

Thanks Jacob!

Scissor2D supports sprite sorting by depth for side view style games, as well as sorting by screen height for top down rendering common in RPG Maker style games. The toolkit is designed to be a little lower level then something like RPG Maker which would pigeon hole it into one style of game, but there is nothing stopping you making something like that with it!

Thanks Alec, it is slowly coming together now, glad you like what you see so far :slight_smile:

Been silent for a bit… update?

Hi jacob, I have an alternative contract on at the moment, so Scissor development is going to be a little delayed until this is done.

As a side note, in an effort to keep subscription notify noise to a minimum, feel free to pm me about progress questions, but try not to bump the thread unless it is a specific question about existing / future Scissor2D functionality.

I can assure you I will always update the moment new things are ready to show off!

I’m sorry but I’m apparently blind or something. Where can I find a download link for this plugin? :slight_smile:

It has not been released yet.

Hi Asterat, this is a work in progress thread for a commercial market place plugin. Price and release date are still tbc, but subscribe to this thread for future updates!

Just wanted to drop in and say the progress looks outstanding, you’re doing a fantastic job!

Don’t tell me You are going to abandon this plugin same way as EpicGames did abandon paper2d…

What if You would sell this plugin in its current state and update it eventually from time to time?

Okay… some Infos of things Unreal RPG-Editor could make better than the RPG Maker…

  1. Multilayer support
  2. Shader support
  3. Multicore support
  4. Blueprints ftw!
  5. UI Editor
  6. No limitations in Size, Number and Dimension of Map, Sprites and Mapgrid
  7. C++
  8. Multiplatform without stupid Rpg Maker limitations
  9. Physics
  10. i think you got the point…

So… Why not doing it?

How is dev going these days? Really could use this for a project now … :slight_smile:

Yeah all these features look extremely useful for the 2d crowd. Hope its still in the works!

Any updates for this plugin? We are realy need it.

As far as i know this plugin is not being developed further… Very sad !