JeyDotC's Recent Forum Activity

  • Would you mind providing some details?

  • It looks like a pretty tough task since my knowledge on the C3 addon creation process is basically null. I'll give it a try if I find some time when I release the new version of my templates.

  • I'm currently working on an app to ease the versioning of C3 projects. The repo is here github.com/JeyDotC/c3-git

    The basic worflow is this:

    1. Save the project to a cloud service

    2. Make sure it is synched to a local folder.

    3. Create an empty folder and run this command: c3git init /path/to/synched/project.c3p

    That will create a folder with the project contents and an appropriate gitignore.

    4. Make your changes in C3 editor and wait for file syncing.

    5. Call this command: c3git commit -m "your message"

    That will extract the changes from the project and commit them.

    6. Follow your regular git process.

    7. To mount things back from folder to file, call: c3git mount

    Tha will create a backup of the project file, zip the folder and replace it.

    8. Wait for sync, close the project and open it again.

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  • Hello everyone, I know it's been a long time without updates in this template, but seeing the recent sells, I got motivated to continue with it (I have been bussy with another project). Here's a video with the upcoming features:

    youtu.be/eic6p-OHu7I

    Basically what's left is the documentation, which I almost have to write again.

  • Hello everyone, here's a new release of the jj_Weapon:

    github.com/JeyDotC/JeyDotc-C2-Extensions/releases/tag/1.0.3

    It basically makes setting weapon instance optional, allows to set the bullet instance by name and allows to cancel reload.

    I'll release it in the Addons site soon, with documentation and all:

    construct.net/construct-2/addons/88/jj-weapon

  • Long time no posting things here. Just wanted to let you know, I added two new features to the behavior:

    • Added 'Set bullet instance by name' action which allows to set the bullet instance by passing the object type name.
    • Added the getLastShootTime expression that tells the last time the weapon was shot. I'm pending to add the condition.

    And there's a third work in progress feature: The cancel reload action which triggers the reload canceled event. The feature is implemented, but I haven't tested it yet.

    I'm doing this alpha release because I thought you could find it very useful to have the 'Set bullet instance by name' action.

    Download

    | Source code

  • Version 3.0 is here!

    So, what's new?

    Now characters bleed when receiving damage!

    Player and pistol men objects have new animations so they are better place holders.

    Unified PlayerGun and EnemyGun into a single Weapon object. This makes creation of new weapons less cumbersome.

    [quote:3ih2v5cd]Note: a consequence of this is that you cannot switch weapons while reloading, that will be fixed when I add a "cancel reload" action to jj_Weapon.

    Added some sounds:

    • Weapon shoots
    • Bullet impact (on characters only)
    • Doors opening/closing
    • Health picking up
    • Ammunition/weapons picking up

    Added music: This includes a new trigger that changes the song when player collisions with it.

    Added Investigate behavior! When enemies see an investigation subject (like blood, a dead body or an explossion) they will go to that object to check what's going on.

    Added war fog! With this feature, you'll be able to hide parts of the level to the player until it goes into the room or touches a special trigger that makes the room get revealed. The war fogs are squares, but they can be grouped so you can hide and show rooms with any shape.

    Added new level 04-Hideout right before the weapon's showcase. This shows the new Warfog feature.

    Switch weapon on ammunition depleted: Now when player uses all the ammunition of a weapon, it will switch to the most powerful weapon available automatically.

    Added multiple door open styles.

    Pistol men LoS is proportional to Weapon Zoom Rate.

    Created the Settigs sheet. For future settings menu.

    Added Exit menu to allow player close the game.

    Added object bank: This is a layout which sole purpose is to hold all game objects so C2 will have somewhere to take default values from.

    Added a secret level select: If you press | (or namely, the button at the left of 1 in the alphanumeric keyboard), a dropdown list will be displayed, allowing you pick any level.

  • Hi all,

    I know it's been a long time without updates, I've been busy these months. Anyway, I still working on this template and its brother (Side-Scrolling shooter template).

    Here's a demo with the last in-dev features:

    https://jeydotc.github.io/construct2-ga ... cepts-Dev/

    To summarize: It has some sprites changed, added music, some sounds, characters bleed, some small AI adjustments and added optional war fog. You can see these characteristics through the game and the war fog at the new level which has been added right before the weapons showcase.

    What's next? I need to update documentation... that's a long and boring but absolutely necessary task. Once done and fixed any bugs I find out there, I'll publish this version <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Let me know what you think.

  • I'd like to join a project on C2, I have a few ideas and a couple of templates, you may contact me.

    BTW, I'm the creator of Top-Down shooter template and Side-Scrolling shooter template. And also I'm the maintainer of the jj_Weapon plugin, I think my skills can be useful

  • There's a simple solution for that.

    Instead of making the shotgun shoot the shells at once:

    1. Create an invisible sprite, let's name it ShellSpread.

    2. Set several image points around that sprite.

    3. Listen to the on created event of the ShellSpread and create the needed shell instances at different image points.

    I use that trick on my template.

    BTW: One of the next things I will possibly do is to add a 'cancel reload' action, because switching weapons while reloading is causing me problems.

  • Hi all,

    I just made the Set bullet instance optional.

    Download

    | Source code

  • JeyDotC

    Is it possible to not set a bullet instance? I mean, let the gun shoot but no object is created yet the number of bullets in clip reduces. As it is now, if you don't set a sprite as the bullet, and you fire the weapon, it results in a javascript error.

    Let me see what I can do, I think that feature is actually necessary and will allow jj_weapon to be used for other timing control purposes

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JeyDotC

Member since 17 Oct, 2014

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