Twin-Stick Shooter Game Starter Kit

Hello and welcome,
I released a Twin-Stick Shooter Game Starter Kit on the Marketplace :slight_smile:

Marketplace Link

Description
A custom made Twin Stick Shooter game starting template, using 100% Blueprints. The idea behind this pack is to provide a starting template that has many standard features already built-in. Everything is commented and split into categories.

VIDEO
TUTORIALS

Discord
Contact Technical Details Features:

  • Singleplayer
  • Multiplayer (Co-op)
  • Basic weapon inventory (UT_Inventory)
  • Weapon Switching
  • Weapon Examples (Rifle, Shotgun, Launcher, Sniper)
  • Health Pickup
  • Ammo Pickups
  • Gamepad support
  • UMG Menus
  • HUD
  • Checkpoint

Number of Blueprints: ~30

Input: Gamepad, Keyboard, Mouse

Network Replicated: Yes

Supported Development Platforms: Windows, Linux

Supported Target Build Platforms: Windows, Linux, OSX, Consoles

Congratulations on the release! :slight_smile:

Thanks! :smiley:

Congratulations !!!

Where are you posting updates at? I noticed there have been some.

Heys, on the website where the tutorials are, at the bottom of the page is a change log.

Update 1.1
-Added: Local multiplayer support
-Added: Gamepad support to all widgets
-Added: More comments
-Changed: Renamed particles

Update 1.2
-Added: Settings menu from FPS Game Starter Kit
-Added: Death animation for players
-Added: Enemy death dissolve effect
-Added: Kick local coop player

-Hotfix 1.2.0.3: Removed effects quality from the Apply Settings function in GameInstance (it still gets applied in the settings menu itself where write config ini file logic is)

Website:
https://sb1985.com/other/twin-stick-shooter-game-starter-kit/

Thanks!! Looking forward to making something with this!

Ok so I got this up and running and even tested all the tutorials to make modifications. All a success! Easy to use. I am wanting to do some money pickups but not sure how that works, seems like all 4 players get it. Also I want to assign points and a kill count per AI killed to the player that did the kill. Normally I would just send the data from the dead AI once they die, but not sure if that is the case with the server replication. Any thoughts?

I’ll make tutorials for both of these things over the next few days, but basically for money you just duplicate the health pickup and add a new int to the character and update the value on the HUD. For kill count something like the coop game mode for FPS game starter kit would work here too.

That would be great! I sorting out how you are sending data to the HUD currently so I can add the money variable to the screen. The pickup itself works - just need to show the current earnings.

Money pickup tutorial is up, the other one is still not finished, it will be posted on the website as well tho.

Awesome! You rock!! So I did run into one issue as I start to build my own hud. I am using the EventAnyDamage > SetIsDead-True to fire off a message to the screen on who killed someone. So coming off the EventAnyDamage node I am a using the DamageCauser pin to GetInstigatorController to GetControlledPawn to displaywho killed the NPC and the event fires, as stated above, right after we set isDead to true. The event is always successful as long as I am using the default gun. If I use any other gun, GetInstigatorController returns NULL. Any idea why this is the case?

New update is live now, that functionality has been added into the kit.

Update 1.3
-Added: Score system

Update 1.4
-Added objective system to make a singleplayer campaign mode
-Tweaked camera position
-Tweaked the blendspace

Just purchased this, and can’t seem to adjust the camera position how I’d like. When I adjust it in the bluprint, it doesn’t work in the game. Please help!

Haven’t posted in a while here, new update (2.0) it out, but I’ll post the entire change log since the last post

Update 1.5
-Added save weapons inventory to the objective system save/load functions
-Added NPC that can be interacted with

Update 1.6
-Added character selection to multiplayer mode
-Generated a new build for UE4 version 4.25 and above

Update 1.7
-Added soldier enemy example (ported it over from FPS Game Starter Kit)
-Added alternative mouse rotation calculation
-Changed zombie to use different walking and attacking animations
-Fixed a save issue in singleplayer mode

Update 1.8
-Added NoWeapon animbp state
-Added slightly different rotation calculation to make the bullet fly to where the mouse cursor is located, as opposed to where the player is looking at (sniper used as accurate example).
-Wanted to add more things, but because of an abuse of the review system I decided to remove them because they weren’t done yet, and instead just force release those 2 small changes and add the rest at a later date.

Update 1.9
-Added: Pistol pose into the animbp and weapon base to switch locomotions based on an enum
-Added: Pistol example
-Changed: Melee damage increased
-Changed The checkbox on the sniper is now disabled so that it fires from the muzzle flash location like all other weapons that are there

Update 2.0
-Added: Melee weapon pose into the animbp
-Added: Melee weapon (axe)
-Added: Explosive barrel
-Added: Minimap for objective system (ported from FPS Game Starter Kit)
-Added: House example that can be entered (roof disappears)
-Added: House example that can be entered (roof disappears + it has a custom camera above it)
-Added: Example object that blocks the camera and becomes transparent to see the character
-Added: Volume that moves the camera to look from above (alternative for objects that are blocking the view)
-Fixed: Steam client stays in limbo on 4.25
-Changed: IsShipping bool no longer required (it’s now configured for shipping by default, to test it in the editor open the map manually)