Ideally the starter weapon could be a melee one, crowbar ofcourse
by ADS I meant âaiming down sightâ sorry for the abbreviation. old school fps usually dont feature, would be nice to know the best way to remove it and not break anything.
oh and btw the UI and gun position breaks when changing resolution. I read that there is an anchoring feature that can lock things in, but could be nice to have it âout of the boxâ.
âcrowbar of courseâ Ha haa.
Iâm not making a half-life copy! Half-Life is great.
Aiming Down Sight, this is how you disable it: Open the Weapons event group, and look for this block of code:
Press âDâ to deactivate the code when the block is highlighted, or just delete it.
P.S.
I am currently working on weapon pick ups, should have an update out soon!
Do you think there should be a different kind of ammo for each type of gun to pick up, or all guns use the same ammo?
yeah it kind of is meant to be stuck with this resolution, but you can play around with the UI and see if you can get them to lock, Iâm not sure how to do that.
Ok, update is⌠out!!
Featuring new:
Pick up weapons,
Pick up different kinds of ammo,
Opening door systems (two kinds, press E to interact),
And double the arena space.
Ok, update is⌠out!!
Featuring new:
Pick up weapons,
Pick up different kinds of ammo,
Opening door systems (two kinds, press E to interact),
And double the arena space.
after picking up the handgun go through the big sliding door.
the soldier infront is walking into the wall.
one guy, that comes throught the narrow door on the right is actually patrolling but first hits the other soldier, then the wall and both just keep pacing in place.
I thought the problem is in negative coordinates of the duplicate room but I moved it all into positive and its still broken. virtual grid offset didnt fix anything.
the patrolling seems to work better on the right side of the room, I am just beggining with gdevelop but it seems the copied room messed something up?
awesome.
thank you again for your work and fast update.
I am very interested how you fixed it tbh.
seems much better now, seems still bit janky at times, but that could be the engine itself. I see some walking through the big door (without door moving up).
no man, thank you. this will surely help a bunch of people.
just fyi, I came upon this template by asking AI chatbot for a fps template.
pretty cool it linked me to this thread, means you might get some traffic there.
There is a new update out, by the way. It adds crates that you can get loot (press E when near to them), as well as when you shoot with the machine gun the spray rises higher so you are more inaccurate.
There is a new update out, by the way. It adds crates that you can get loot (press E when near to them), as well as when you shoot with the machine gun the spray rises higher so you are more inaccurate (just like modern fps games today). Also the sound effects have been changed so they sound more like the actual guns.
its really fantastic that you are refining the template.
this will surely widen the scope of your future users - like a one stop for fps making.
the loot is such a great idea.
if you are still looking for improvement ideas, having a armor system is pretty common.
not sure if I saw health pickups btw? ideally maybe big, medium, small?
Hi,
I just finished a huge graphics update to my game template, now called Shellwar.
There is health pickups now, and I have replaced all the guns with better 3d models. (If you make your own game, make sure to keep the credits page in it to credit the makers of the models)!
https://crowbar-coder.itch.io/shellwar
Also, Tactical minimap and fps counter added,
Your walking speed changes based on the weapons carried,
Weapon muzzle flash when shooting!