Playmaker Forum

PlayMaker Updates & Downloads => Pre-release Discussion => Topic started by: joepalos on March 21, 2015, 07:24:55 PM

Title: 1.8 final release?
Post by: joepalos on March 21, 2015, 07:24:55 PM
Any idea on when 1.8 is coming? Been "coming soon" for so long now...
Title: Re: 1.8 final release?
Post by: play_edu on March 31, 2015, 11:58:58 PM
+1
Title: Re: 1.8 final release?
Post by: jeanfabre on April 01, 2015, 03:44:51 AM
Hi,

Yep. There is still a lot to fix and test. So I would simply not expect it any time soon. at least not this month I guess.

 Bye,

Jean
Title: Re: 1.8 final release?
Post by: wheretheidivides on April 01, 2015, 11:01:12 PM
Could you make sure one can change the names of global variables?????
Title: Re: 1.8 final release?
Post by: sebaslive on April 01, 2015, 11:43:00 PM
Could you make sure one can change the names of global variables?????

This would be helpful BUT also, a suggestion that has been passed on to me to help your game run faster is to not use global variables. But I agree with your changes
Title: Re: 1.8 final release?
Post by: jeanfabre on April 02, 2015, 09:17:05 AM
Hi,

 Who told you it would be faster? using global variables has no impact on performances. At least, I have no hard evidence with a profiler. Too many global variables is a sign of bad design, and you should avoid it of course, but do not create performance issues.

as for renaming global variables, I'd like this to be included but it's unlikely I am afraid, maybe Alex is working on it, but I don't think it's currently in beta.


 Bye,

 Jean
Title: Re: 1.8 final release?
Post by: wheretheidivides on April 02, 2015, 11:13:12 AM
"Too many global variables is a sign of bad design, and you should avoid it of course, but do not create performance issues."


I get where you all are saying this, but...there are things that NEED to be global.  Some things should be global and some should be local.  I have a big list of global variables because they need to be used in different FSMs in different scenes.
Title: Re: 1.8 final release?
Post by: jeanfabre on April 03, 2015, 01:09:11 AM
Hi,

 This is not the only way to carry out data from scene to scene. You can flag a GameObject as "dontdestroyOnLoad", tag if "MyGlobals" and on each scene fsm can find gameObject using this tag, and then use "Get Fsm XXX" to get to the various local fsmvariables on that GameObject.

 This technic is the preferred technic if you have large feature that persists over your game, like score manager, progress, player manager, etc. Moreover, I usually send a global event with the "global" data I want to set and let this manager deal with storing and maybe saving it either online with complex internet protocoles or trigger a series other actions necessary everytime this particular value changes. If you think in terms of Global, then there are also global actions to take, and so combining all of this into a proper Manager will make everything a lot simpler and flexible.

 PlayerPrefs is also a great way to make data persists throughout your game with the added benefit of persisting between sessions too, so that's powerful too, mandatory actually for, things like saving the best scores or current situation to resume properly on the next session. But PlayerPref should only be get and set few times, not in the gameloop as this is not as fast as built in variables in PlayMaker.

 And then you have global variables. Sooo simple to implement!! so yes, totally make use of them, they are here for that, but just don't go crazy with them. It's important to keep sanity.

 Bye,

 Jean
Title: Re: 1.8 final release?
Post by: sebaslive on April 03, 2015, 07:58:55 AM
Awesome post Jean, thank your for telling us your workflow. There should be a thread with just master workflows that are pinned for people to see because this is truly gold.
Title: Re: 1.8 final release?
Post by: wheretheidivides on April 04, 2015, 01:35:18 AM
This is not the only way to carry out data from scene to scene. You can flag a GameObject as "dontdestroyOnLoad", tag if "MyGlobals" and on each scene fsm can find gameObject using this tag, and then use "Get Fsm XXX" to get to the various local fsmvariables on that GameObject.

 This technic is the preferred technic if you have large feature that persists over your game, like score manager, progress, player manager, etc. Moreover, I usually send a global event with the "global" data I want to set and let this manager deal with storing and maybe saving it either online with complex internet protocoles or trigger a series other actions necessary everytime this particular value changes. If you think in terms of Global, then there are also global actions to take, and so combining all of this into a proper Manager will make everything a lot simpler and flexible.


Do what now???  I don't follow,
Title: Re: 1.8 final release?
Post by: jeanfabre on April 07, 2015, 03:38:02 AM
Hi,

 Well, you'll be using this manager throughout your features around your game.

For this, you'll be using "Get fsm xxx" targeting this manager and you'll be getting whatever value from it.

So let's say we have a score manager. and we dont' want this to be a global. so we have a "__SCORE_MANAGER__" gameobject, with a "Score Manager" fsm, with a variables "Score".

 everytime your player pick a star, you will fire an event "PLAYER / PICK / STAR". you broadcast it, you don't care of anything else. the star destroy itself and it doesn't care about scoring.

 the "Score Manager" fsm catches this "PLAYER / PICK / STAR", and add 10 to its score variable. then it fires a event "SCORE / HAS UPDATED", and you PASS the score value to the event data. now your UI text showing the score can catch this and update. it simply gets the int value from the event info and update the text.

no global involved, everyone sticks to its purpose and doesn't care about how other managers features work.

If you have an fsm that was just created and did not get any events and needs to know the score. it can simply find the "__SCORE_MANAGER__" ( best using Unity tags, and do it once only for each fsm). Then use GetFsmInt targeting the fsm and variable on that gameobject.

just one more note, on the star pick up. you can go all the way and have many different stars with different weight for scoring, one would socre +10, but another one could score +50. don't hardcode this in the score manager, instead two solutions:

1: pass this value in the event "PLAYER / PICK / STAR" then the score manager check for that and adds whatever what passed with this event.
2: The star send that event "PLAYER / PICK / STAR". The score manager catches it and get the gameobject who sent this event and use "getFsmxxx" to get what ever values it needs from the star GameObject.

 The second approach is SOO powerful, because if you create strict conventions between objects, you can then interface with them. if you agree that each pick up items will have an fsm named "Pickup" with a "score" int value, then your game can grow and have more and more different pickup items, the score system will work and do not care about the diversity of pickups.

If you can master this kind of dance, you'll be creating very rich systems in no time.

Bye,

 Jean
Title: Re: 1.8 final release?
Post by: wheretheidivides on April 07, 2015, 11:48:06 AM
Very interesting.  Seems logical.  Maybe I'll try that out sometime.

However, the 1 big advantage of global variables it that you can't be on any scene building it and everything works.  You don't have to start on a bootstrapper, go though the menus and all to get to the level you are working at.  Also, it's a lot simpler to implement.  It's good we have options to choose which way to do things.
Title: Re: 1.8 final release?
Post by: jeanfabre on April 28, 2015, 03:13:20 AM
Hi,

 Yep, globals makes it a lot easier on that front.

 For keeping data and make it survive scenes loading, I use "singletons", a prefab that I set to "Don't destroy on load", and I tag it with a unique tag for that specific manager so that it's easy to find it just by tag when something needs it. This way I have actually a global manager, which not only store data but also do work and dispatch actions throughought the game.

Bye,

 Jean

Title: Re: 1.8 final release?
Post by: polygon on May 03, 2015, 09:20:10 AM
Hi,

are there any news regarding the final release for Playmaker 1.8?  :)

Best regards,
Daniel
Title: Re: 1.8 final release?
Post by: mweyna on May 05, 2015, 03:40:17 PM
Bump.
Title: Re: 1.8 final release?
Post by: jeanfabre on May 06, 2015, 10:12:38 AM
Hi,

 No news unfortunatly.

Bye,

 Jean
Title: Re: 1.8 final release?
Post by: Rixly239 on May 29, 2015, 04:22:02 AM
I'm on the verge of purchasing, just unsure of whether price will go up or a further sale with the release of 1.8?
Title: Re: 1.8 final release?
Post by: jeanfabre on May 29, 2015, 06:40:12 AM
Hi,

 It's currently on sale, so it may come back to the normal price. but I don't think the normal price will raise for 1.8.

Bye,

 Jean
Title: Re: 1.8 final release?
Post by: play_edu on June 24, 2015, 02:26:14 AM
Hi,


Unity 5.1.1f Out Any news About release 1.8?


Title: Re: 1.8 final release?
Post by: jeanfabre on June 24, 2015, 04:23:40 AM
Hi,

 It's hot :) no idea when exactly, but you should be on your toes!

Bye,

 Jean
Title: Re: 1.8 final release?
Post by: Dev_Sebas on June 24, 2015, 10:05:06 AM
Hi,

 It's hot :) no idea when exactly, but you should be on your toes!

Bye,

 Jean
Sweet! 8) ;D
Title: Re: 1.8 final release?
Post by: snortch on September 08, 2015, 11:09:13 AM
It's September already - crazy :o

Been a few months since I've seen any update on the status of 1.8. I feel like somehow I'm missing some source of information that's providing regular status updates.

Anyone mind filling me in on how things are going with 1.8 and when it might see the light of day?
Title: Re: 1.8 final release?
Post by: jeanfabre on September 09, 2015, 03:54:13 AM
Hi,

 From what I understand, There are some issues withint 5.x that should be resolved before many assets update their package, it's unfortunate, but it's better than for example the typical issues with unity renaming/duplicating assets and the user ends up with a real mess within his assets.

 It does hold up on many things we've been working on, so yes, I hope too 1.8 will come out soon, yet I don't want 1.8 to be rushed and creates more frustration than good :)

 Bye,

 Jean
Title: Re: 1.8 final release?
Post by: snortch on September 09, 2015, 03:50:49 PM
Thanks Jean. Sounds like Unity 5.x is causing issues with playmaker. Does it feel like all of those issues are quantified with a plan for addressing each of them? If so, is there a rough estimate for when everything will be taken care of? Is there anything that users can do to help with this effort?

I see that 1.8 beta is available - is beta testing a way that we could be helping at this point, or does Hutong feel like they're getting enough feedback from existing beta testers?
Title: Re: 1.8 final release?
Post by: terri on September 10, 2015, 08:51:11 AM
Once release comes, I'm wondering how the update process will be?
Would a lot of the custom actions need to be reworked?

Should we plan ahead somehow to keep our projects from being stuck in pre-1.8 playmaker versions?
Title: Re: 1.8 final release?
Post by: djaydino on September 10, 2015, 11:34:30 AM
Hi,
i have been working a lot with the beta version and i did not have any problems yet with custom actions, i do not think any actions will be affected.
Some Extensions are affected (array maker for example)
but they (most of them) are or will be updated and should work on 1.7.3 and up
Title: Re: 1.8 final release?
Post by: terri on September 10, 2015, 02:19:37 PM
Hi,
i have been working a lot with the beta version and i did not have any problems yet with custom actions, i do not think any actions will be affected.
Some Extensions are affected (array maker for example)
but they (most of them) are or will be updated and should work on 1.7.3 and up

Great! thanks
Title: Re: 1.8 final release?
Post by: play_edu on September 18, 2015, 04:41:48 AM
++++++++1
Title: Re: 1.8 final release?
Post by: suppenhuhn on December 16, 2015, 05:22:25 AM
One Question about the new release:

Is it possible for Playmaker to create only one folder in the project root? It's not a big deal but i prefer to have a "clean" project structure - and the way it is with 1.7.x it's a playmaker folder overkill in the projects root, especially after installing ecosystem and  few addons ;-)
Title: Re: 1.8 final release?
Post by: blackgames on January 11, 2016, 01:29:56 PM
Hi
I saw on the trello board that the Photon Turnbased API actions are ported to playmaker.
Is there a update in the beta version? Or are you waiting for the final release of 1.8?

Thanks

Best regards,
Oleg
Title: Re: 1.8 final release?
Post by: jeanfabre on January 11, 2016, 03:29:53 PM
Hi,

 no, I am just running behind :) !!

 I do need a last pass to clean up actions, some use enums some don't and I want to consolidate this aspect before making it public. But everything is setup and works.

 Bye,

 Jean
Title: Re: 1.8 final release?
Post by: empathic on May 01, 2016, 05:20:00 AM
Any updates on when 1.8 will come out of beta? :)
Title: Re: 1.8 final release?
Post by: jeanfabre on May 02, 2016, 02:20:59 AM
Hi,

 No idea no. It's already in Release Candidate 6, so this could be anytime now.

Bye,

 Jean
Title: Re: 1.8 final release?
Post by: empathic on May 02, 2016, 07:10:21 AM
Cool, thanks for the quick reply! :D