JeyDotC's Forum Posts

  • Great template. I am looking to purchase today. Any chance on a mobile button version template for phones. Waiting for your reply. Thanks again.

    Hi yousicc, sorry for the late response.

    Indeed I'm planning to do releases with different topics:

    • Menus: Main menu, save/load and checkpoints (implemented, waiting for docs to be released)
    • Feedback: Feedback to the player, that is, sound effects, bleed, may be some animations...
    • Controllers: Joysick, touch controls.

    I'm also playing around with the creation of a new template which recycles a lot of things from this one, the Side-Scroller Shooter template: Here's a video of the experiment:

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  • Hey guys, I've been making some changes to the jj_Weapon behavior. Now I feel like the de-facto maintainer of this awesome extension :p

    I took the audacity to create a Github repository where I'll be uploading any new changes and releases of this and other behaviors I work on. You can download the latest version of everything here.

    And you're free to contribute by forking the repo

    The improvements in this version are:

    1. Support for multiple instances of the same weapon. In the original version it didn’t pick the right instance when shooting, so all bullets came from the same weapon.

    2. It triggers the on created event after spawning bullets.

    3. Added support to modify the stock size from event sheets.

    4. *NEW* It can save its state when required (implemented 'saveToJson' and 'loadFromJson' methods) this is very important to persist the state of the weapons.

    DOWNLOAD | Contribute

    IMPORTANT NOTE:

    This jj_Weapon is a derived work from JohnJ and I'll keep recognizing him as the original author of the extension.

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  • JeyDotC can you reupload the this modded behavior please ?

    Sure, here it is: https://github.com/JeyDotC/JeyDotc-C2-E ... /releases/

  • Version 2.0 is here!

    It comes with some cool features!

    Blow up your enemies!

    Use the ground mines to set traps, seed terror within your enemies with the hand grenades or stop them with your rocket launcher <img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil">

    # We added a level to show how to use ground mines and grenades.

    Player death is now... dramatic <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Now you can see your own dead body for a few seconds before the level restarts.

    Ammo and weapons are now independent

    If you find a box of bullets, it will be useless unless you get the corresponding weapon <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised">

    Reduced reload time of all weapons

    The reload times used to be too long, not anymore, all weapons' reload time have been reduced by 1 second.

    Now a just picked weapon will be already loaded

    Whenever you got a new weapon, you had to wait for it to reload before you could use it. Now it will be ready to use.

    If you bought any previous version, you can download now, if not, what are you waiting for? <img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool">

    https://www.scirra.com/store/royalty-fr ... plate-2942

  • Hi datiel12, I also tried to do that some time ago, after some experimentation, I figured out how to do that with some arrays and a single weapon object type with several animations.

    You can find a full example of that buying my game template <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> (https://www.scirra.com/store/royalty-fr ... plate-2942).

    But I'll give you some tips here:

    • Have just one weapon object type. With its jj_Weapon behavior.
    • Make it have an animation for each weapon kind.
    • Have a bi-dimensional array with the statistics of all weapons. Where first axis is the weapon index and second axis are weapons values. Like this: |0:Animation|1:Shoot interval|2:Clip size|3:Stock size|4:Clip|5:Stock|6:Reload time 0 | Pistol | 300| 12| 128| 0| 0| 1800 1 | Magnum | 400| 6| 30| 0| 0| 4000 .... [/code:1mc0rdsy]
    • Have a second uni-dimensional array with the weapons the player has. It shall contain just the weapon indexes. It will be empty at the beginning.
    • Give the player a CurrentWeapon instance variable.
    • Have a function for each weapon type which sole purpose is to set the Bullet instance for the weapon.

    Those are the ingredients, I'll be giving the recipe in a next post (I have to go to my job now).

    Hope this help you point to the right direction <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Is there a tutorial on how to use this? Like an inventory System Or Something like

    (Top Down)

    I have 3 Weapons in game.

    The player starts out with one weapon. and then when the player collects the second weapon, the player can scroll between the 2 weapons. then the player picks up the third weapon and now the player can scroll between all 3.

    Anyway to do something like that with this plugin?

  • Top-Down Shooter template — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-game-templates/top-down-shooter-template-2942

    <p>(FULL VERSION OF CONSTRUCT2 REQUIRED)</p><p>Fight against watch dogs and armed bad guys with up to five weapons including:</p>

    • 9mm pistol
    • Shotgun
    • Assault riffle
    • Sniper riffle and
    • Magnum

    <p>The template is easy to extend and modify so you can create your own adventure.</p><p>It includes a manual on how to extend and modify the template and two demo levels: the first one is a sample tutorial and the second one is a game level with some basic tips on level design.</p><p>Enemies are clever and insistent... once they spot you, they'll chase you until you're dead.</p><h3>Features</h3><div class="deshr"></div><p>Five easy to customize weapons:</p>

    • 9mm pistol
    • Shotgun
    • Assault riffle
    • Sniper riffle and
    • Magnum

    <p>An enhanced version of the jj_weapon plugin*</p><p>Four kinds of enemies:</p>

    • Watch dog (They're hungry!)
    • Regular bad guy (easy pray, just watch your back)
    • Professional bad guy (this dude is harder to kill, be careful) and
    • QuickSilver (is weak, but fast)

    <p>Some pickable objects:</p>

    • Health pack
    • Keys and
    • Ammunition

    <p>A simple HUD with current health and ammo status.</p><p>Select weapons by scrolling or pressing numeric keys.</p><p>Walk with WASD or arrow keys.</p><p>Reload with R.</p><p>*The included version of jj_weapon have these enhancements over the original one:</p>

    • Support for multiple instances of the same weapon. In the original version it didn?t pick the right instance when shooting, so all bullets came from the same weapon.
    • It triggers the on created event after spawning bullets.
    • Added support to modify the stock size from event sheets.

    Use this topic to leave comments, ask questions and talk about Top-Down Shooter template

  • Hi aznmonkeyboy zchggf and sachos345

    I solved some of your issues in this modified version of jj_weapon. Here are the new things:

    • Support for multiple instances of the same weapon. In the original version it didn’t pick the right instance when shooting, so all bullets came from the same weapon
    • It triggers the On Created event after spawning bullets.
    • Added support to modify the stock size from event sheets.

    https://github.com/JeyDotC/JeyDotc-C2-E ... /releases/

  • I think you are right. I'll create a Github repository for my custom behaviors. A weapon plugin based on jj_Weapon will be my first one.

    JeyDotC

    Hi, i noticed that developer doesn't want to support this behaviour, could you add new features like changing 'User control' by events?

  • Hello, I found you have a missing feature in your behavior. It doesn't trigger 'On Created' event.

    I guess it is for performance, but you should enable it as an optional feature for guns with certain special bullets.

    Here is a snippet to trigger the event:

    var inst = this.runtime.spawnInstance(this.bullet_instance, this.inst.layer.index, image_point, this.inst.angle);
    this.runtime.trigger(Object.getPrototypeOf(inst.type.plugin).cnds.OnCreated, inst);
    [/code:3tupnp22]
    
    Just replace the line 231 with the above two lines.
    
    Making this feature optional is simple, thought.
    
    Thanks for this amazing behavior
  • Your plugin is really cool, it just has a problem.

    The "Ok button clicked event" of the confirm dialog remains active on layout change. Let me explain:

    * You listen to the "Ok button clicked event"

    * Your action sends you to another layout.

    * At some moment you go back to the layout where the event got triggered.

    * Your action executes again on layout start

    Is like if the event stood still active when you go back to the layout where it were triggered.

    The solution is to simply make the "Ok button clicked event" a sub-event of the one that made the confirm dialog show up. That way, the event works as espected.