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Messages - rondmc

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I've been having the itch to try my hand at a turn based tactics game and came across these two assets during my searches. I ended up buying the Turn Based Strategy Framework asset (and I've even emailed the dev back and forth of some stuff) but after taking a look at MapNav 2 that seems more like what I've been having my eye on due to its wider array of map features. I'd get it, but I don't think there's any PlayMaker actions for it and the dev said that its really meant for coders meaning I might be wrestling with it for longer than I plan to.

I don't know, was wondering if anyone else has messed with them at all. I'm mostly looking for something that can deal with pathing and setting up the grid/nodes (which both seem to do) but I also want one that can make multiple levels, height based nodes and the like. Closer to something like Final Fantasy Tactics or XCOM's maps.

User Showcase / Re: Pick 'n' Pocket - Kickstarter
« on: August 03, 2018, 04:51:35 PM »

 Good luck with this! do you have a twitter account so that I can make some noise and reference you?



I do and thanks! It'd be really cool if you spread the word! My handle is @rondmcc

User Showcase / Pick 'n' Pocket - Kickstarter
« on: July 19, 2018, 11:47:49 AM »
Hello everyone!

I recently launched a Kickstarter for my game, Pick 'n' Pocket. It's an arcade platformer for PC featuring woodland critters out to steal whatever they can get their greedy paws on. The game will have a cast of characters to choose from, including the two below, a single player arcade mode, a single player challenge mode and a local multiplayer mode.

There's even a free demo you download and try out! Check the Kickstarter link below to give it a go.

Playmaker played a heavy part in me getting this off the ground. I used these forums a lot when I had questions or something bugged out and the people here and team behind Playmaker were always so quick to help and solve any issues. I really couldn't have gone this far without Playmaker, so thank you!

I'd say a good 85% of the game has Playmaker behind it. Enemies, player actions, traps and even some menus use Playmaker FSMs, actions from the Ecosystem and 3rd party Playmaker actions to turn the wheels.

The Kickstarter is going on until Aug. 15. Other than the completed game itself, rewards include a digital art book, buttons and a poster as well as rewards related to the game development process such as voting for future character designs, having your likeness implemented into the main game and at the highest tier, getting to work with me to have your own character implemented as a playable character.

Stretch goals are planned, the first being that Sonic comic writer Ian Flynn will be writing an origin comic featuring the title characters, Pick and Pocket.

Please check it out and support it if you can:

Thank you!

Playmaker Help / Re: On Trigger working in Editor but not Build
« on: June 07, 2018, 04:57:16 PM »
Okay, I thiiiiink I figured it out. I've made a build of my game 5 times with consistent success so knock on wood.

So if I understand it correctly, a FSM with an On Enter action automatically creates a On Enter Trigger component on the object, then is supposed to target the FSM in question that has it. For some reason, the objects that were having issue, did not link back to the FSM. The target FSM list was empty. After linking it, I've had no problems with the triggers not firing.

For good measure I updated the prefabs with what I assume were legacy scripts to make old On Enter actions work with updated versions of PlayMaker. I'm not sure what they were tbh. They were empty child objects that only appeared in the folder and not in the hierarchy when placed in the scene. Placing them in the scene and then applying the prefab got rid of them though with no issues after.

Don't know why it only broke during a build since it looked like it would be needed while playing in the editor as well though. That part still confuses me.

Playmaker Help / Re: On Trigger working in Editor but not Build
« on: June 06, 2018, 03:15:43 PM »
A friend of mine who's active in helping others in the Unity Discord says it shouldn't matter and other triggers go off on the same object no problem.

I tried updating to 2017.4.4f1 but that didn't help. I tried adding more debugs to a dev build and it's definitely the triggers not firing, not the FSMs not starting.

I'm going to try and to a get tag debug and see if maybe it's the tags messing up on build or if it's the colliders.

EDIT: So it's not the that the tags are being lost or anything. It's just that the triggers aren't hitting.

Playmaker Help / On Trigger working in Editor but not Build
« on: June 05, 2018, 01:18:47 PM »
I tried reading the other topics related to this issue but none seem to be helping me figure this out.

Unity - 2017.3.1f1
PlayMaker 1.8.9

  • My player object has a child object both with the same layer name but different tags. The On Trigger actions seem to only ignore this game object.
  • The child object does not have a Rigidbody 2D, but the parent does.
  • Everything works in the editor, but after I build the game the triggers that work/don't work seem to be random. So on one build, the player interacting with enemies works but may not trigger traps. On the other build, the player may trigger traps but may not collect items.
  • All triggers working/breaking are dependent on the child object of the player and sometimes on another child of the player that's created at runtime from a prefab.
  • Everything else in the game seems to run fine. Collision, AI, addons, menus, etc. It's just this one thing.

I think that's everything. I'm not sure if this is a PlayMaker issue, or I'm doing something wrong with Unity, but the issues occur due to PlayMaker On Trigger actions being used. Development builds don't throw any errors either. I'm pulling my hair out over this, mostly because the issue is semi-random.

Share New Actions / Re: Spine Actions
« on: February 12, 2018, 02:28:50 PM »
Gonna follow for this, thanks! I just got Spine and PlayMaker functionality is always welcomed.

I just got this error message today out of the blue:
Code: [Select]
Assets/PlayMaker DataMaker/Json/Actions/ConvertJsonStringToXmlNode.cs(96,18): error CS0433: The imported type `Newtonsoft.Json.JsonConvert' is defined multiple times
Attached image is the message it gives me when I hover over the line giving me the error.

Already tried updating Datamaker. I don't use the action so I'm just going to delete it for now.

Playmaker Help / Re: Get/Set Property in Array of a Custom Class
« on: October 06, 2017, 02:01:55 PM »
I went with not putting them in an array since them being in an array doesn't seem at all needed but that's a good idea. I'll have to remember that, thanks!

Playmaker Help / Get/Set Property in Array of a Custom Class [SOLVED]
« on: October 05, 2017, 05:11:32 PM »
Hi all, I'll try and explain my problem as best I can.

I have a Game Manager script that keeps track of my persistence data. Inside that script, I created a custom class to keep track of my variables for the game's challenges. Things like, name, best time, bronze/silver/gold awards, completed and unlocked. Right now, I figured the best way to keep those challenges organized would be to store them in an array and change those variables when needed. Then when I implement my save/load data, I can just save and load the array of variables inside one script.

Hope I'm making sense so far.

In Playmaker, I don't see how I can get/set those custom class variables while they're inside an array. Get/Set works when the custom class is outside the array, so I guess my alternative is creating an instance for each challenge and going one by one creating them in script, but I'm not sure if that's practical. Some insight or direction would be appreciated (again I hope I'm using the right terminology and I'm making sense).


Playmaker Bug Reporting / Re: FSM Not Recognizing Start State
« on: September 23, 2017, 10:33:19 PM »
Sure thing, here's the link to the video:

I start the FSM and it starts normally.
I then copy/paste some states and Ctrl+Z to undo them and the FSM runs normally again.
I do the same thing, but then the Start State is skipped on the third try.

Playmaker Bug Reporting / Re: FSM Not Recognizing Start State
« on: September 22, 2017, 09:06:53 PM »
Unity - 2017.1.1f1
Playmaker - 1.8.5

Definitely has something to do with undo/redo because it just happened again.

Playmaker Bug Reporting / FSM Not Recognizing Start State
« on: September 22, 2017, 05:15:32 PM »
All I know is I hit Ctrl + Z in the editor and now when Reset on Disable is disabled, my FSM doesn't want to start on the Start state. It skips down two states (I think the one I was working on when I pressed Ctrl + Z) no matter what the start state is.

Enabling Reset on Disable fixes it, but disabling it again returns the same glitch. Copying the FSM and pasting it's values from the inspector didn't work.

Creating a new FSM and copying the states through click and drag > copy/paste did fix the issue though. Luckily everything else carried over. Might want to look into it or at least this post can help someone else who might run across the issue.

Playmaker Help / Re: Works Fine in Editor, Build Breaks FSMs
« on: June 13, 2017, 11:03:52 PM »
Apparently going into Build Settings > Player Settings > Other Settings and changing the API compatibility Level from .NET 2.0 Subset to .NET 2.0 fixed the issue (so far). I'll post again if I find if anything else breaks.

Playmaker Help / Works Fine in Editor, Build Breaks FSMs[SOLVED]
« on: June 13, 2017, 02:06:39 PM »
So I built my game after being happy with how everything was running in the editor, but after playing a bit I noticed a lot of FSMs I used started to plain just not work. Everything is pointing to my FSM actions not firing and I really need to figure out why this only happens in the build and not the editor.

Here's a portion of the output_log that points to Playmaker being involved:
Code: [Select]
ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.ReflectionUtils.GetGlobalType (System.String typeName) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Actions.EnableBehaviour.DoEnableBehaviour (UnityEngine.GameObject go) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Actions.EnableBehaviour.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.UpdateStateChanges () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.DoTransition (HutongGames.PlayMaker.FsmTransition transition, Boolean isGlobal) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.ProcessEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, HutongGames.PlayMaker.FsmEventData eventData) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.BroadcastEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, Boolean excludeSelf) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Actions.SendEvent.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.UpdateStateChanges () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.Update () [0x00000] in <filename unknown>:0
  at PlayMakerFSM.Update () [0x00000] in <filename unknown>:0

There's two other similar blocks like this, this was just the longest.

I running Playmaker 1.8.4.f5 and Unity 5.4.1f1. The build is for stand alone Windows PC. I'm on Windows 10.

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