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Messages - clandestine

Pages: [1] 2 3 ... 17
1
Share New Actions / Re: Steamworks.NET
« on: January 30, 2018, 07:21:25 AM »
yes, I have it planned to dedicated the next big chunk of my time on this. I first want to finish the meFace sample for DataMaker, and then I can tackle support for steamworks.
Thats really great Jean!
Many thanks!

2
Playmaker Help / Re: Unity 4.7 and windows 10
« on: January 24, 2018, 03:37:28 AM »
In 5 everything works, PM and all custom actions (same project).
But i want to make U4 Pro work, because my bike game is made in it and cant update the project to 5 (gazillion errors and all connections lost).

thanks

3
Playmaker Help / Re: Unity 4.7 and windows 10
« on: January 23, 2018, 07:10:41 AM »
OK, it works on an empty project.... must be some of the custom actions such as steamworks... the errors show in 4 but not in 5?

4
Playmaker Help / Re: Unity 4.7 and windows 10
« on: January 23, 2018, 06:29:21 AM »
well, the error is not related to PlayMaker.

Assets/Plugins/Steamworks.NET/CallbackDispatcher.cs(20,0): error CS1029: #error: 'You need to define STEAMWORKS_WIN, or STEAMWORKS_LIN_OSX. Refer to the readme for more details.'

BUT: one of the projects has version made in U4.7 and another saved (without any changes) in U5 (with the same Steam implementation), the latter opens and works, and PM is there... in U4.7  PM doesnt want to load anymore. I'm asking because the bike game is all made and maintained in U4 Pro. I'll try a new project in 4 and see if PM wants to work from scratch.

Thanks djaydino!

5
Playmaker Help / Unity 4.7 and windows 10
« on: January 23, 2018, 06:13:25 AM »
Hey guys, a couple of days ago i bought a newer desktop. It was time to let my 8 year old laptop take a break. The new one comes with Windows 10. When opening my games made with Unity 4.7, Playmaker doesnt want to load anymore, giving me errors all around the place, including unity layout, etc. One of the projects is ported to Unity 5 and it works there and PM loads and works.

So the problem is Windows 10 + Unity 4.7 + PlayMaker + [project made on windows 7 if that is of relevance].

Could you guys point me to RTFM in the right direction?

Thanks in advance!

6
Share New Actions / Re: Steamworks.NET
« on: January 01, 2018, 11:08:21 AM »
I never figured out how to do this with the steamworks.net actions. I'll try some of those assets (this one is the cheapest) and see what happens.

7
Playmaker Help / Re: Steam leaderboards
« on: January 01, 2018, 11:02:35 AM »
Sorry for the late reply (holidays). You did initialize steam, right (Using Steam Leaderboards Setup)? The Wait is... actually i dont remember exactly why i put it there, but i usually use wait after certain actions that loop to avoid stack overflow or load on the process (i actually got framerate dips when actions repeat too fast).

8
User Showcase / Re: [Giveaway!] Car Setup for PlayMaker [Asset]
« on: December 18, 2017, 05:35:47 AM »
Yay! I want it!
Actually i have it already, so.. bump :D

9
Playmaker Help / Re: Steam leaderboards
« on: December 06, 2017, 06:51:00 AM »
Thanks a lot!!
Tell us if you manage to work it out ;)

10
Playmaker Help / Re: Steam leaderboards
« on: December 05, 2017, 03:08:26 AM »
Quote from: clandestine
Remember, the game must be running from steam for the setup to work... locally it would either not work or crash the game.

11
Playmaker Help / Re: Steam leaderboards
« on: December 04, 2017, 05:46:56 AM »
It seems like every week there is a new topic asking about leaderboards.

Here is the discussion with the actions and user experiences.

This is my simple setup for leaderboards and achievements.
Dont be afraid, im a complete noob (and not the smartest person in the world) and its not hard.



Remember, the game must be running from steam for the setup to work... locally it would either not work or crash the game.

12
Work In Progress... / Re: Flashing Lights: Police - Fire - EMS
« on: December 02, 2017, 10:31:35 AM »
Voted earlier today!
All the luck!

13
General Discussion / Re: My game got Game of the week on a review site!
« on: November 24, 2017, 02:44:17 AM »
Thats cool! Congratulations!

14
Work In Progress... / Re: Erebus : Shmup
« on: November 05, 2017, 09:14:06 AM »
I also like it!
You can implement a 'speed' pickup and you're free from critique.
From my personal perspective you must do it more 'over the top' (again, this is a question of taste, not a rule). The explosions must be bigger, the projectiles and ships should be bigger then their hit-boxes... anyway, i got excited, thats why i'm suggesting things :)

Some of my all time favorites below:





15
Action Requests / Re: Steam / Steamworks.net / Steam SDK
« on: November 03, 2017, 12:55:54 AM »
@Clandestine let me know if you are willing to help me on this, Likely I would need a base game to work on this to speed up the process and cover as much ground as possible.
Sure thing. Not sure how can i help though.

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