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Messages - WayneAdams

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1
User Showcase / Re: [RELEASED] Danger Ball released on Play Store
« on: November 27, 2016, 01:29:36 AM »
yes.. it was built using playmaker. :)

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User Showcase / Re: [RELEASED] Danger Ball released on Play Store
« on: November 08, 2016, 07:37:52 AM »
So I'm hearing that people are seeing real ads between levels, but I'm still not.. Is there a reason for this?

3
User Showcase / [RELEASED] Danger Ball released on Play Store
« on: November 07, 2016, 05:17:06 PM »
Hey everyone, I've just released a small mobile title on the Play Store (App Store coming soon) It's called Danger Ball!

https://play.google.com/store/apps/details?id=com.GlacierGames.DangerBall&hl=en

I do have...one small question tho.. It appears the test ad for Unity Ads is still playing despite this being a release. The build is not in development build.. I've looked around and it's a little hard to understand why this is happening..

But I hope you enjoy the game. It's totally free of course.. and if I can get the ads working, well... that would be fantastic. :)

Thanks!

4
Work In Progress... / Re: The Story of Melody Core concepts demo!!!
« on: October 24, 2016, 06:40:29 AM »
Sorry for the bump, but I'm just curious if any Mac users have given the demo a go?

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Work In Progress... / The Story of Melody Core concepts demo!!!
« on: October 21, 2016, 09:20:09 PM »
The Story of Melody is a top 3d adventure where the player takes control of Princess Melody who is on a quest to save the land from a dark force seeking to corrupt it. The core concept demo has a portion of overworld a few caves and a dungeon with a couple of attainable weapons. At this stage I'm mostly looking for feedback on it's art style, performance, controls.. etc.. but anything is greatly appreciated. Thanks!

PC and Mac builds: http://glacier-games.weebly.com/downloads.html

There is a link to a feedback survey on that page after you play the game if you wouldn't mind putting your thoughts in, it helps a lot by organizing all the feedback and lets me itemize the biggest crits first.

Thanks very much in advance.

6
Playmaker Help / Re: Problem with u Gui Canvas Group Set Properties
« on: October 20, 2016, 10:55:40 AM »
Here is a shorter video with focus on the states

https://youtu.be/Swlo7FxAZkE

7
Playmaker Help / Re: Problem with u Gui Canvas Group Set Properties
« on: October 20, 2016, 08:22:16 AM »
I've uploaded a video with the states playing out as I play the game. I have comments in the description to go along with the video.

https://youtu.be/ntzTK4QW2EU


8
Playmaker Help / Problem with u Gui Canvas Group Set Properties
« on: October 19, 2016, 08:35:09 AM »
Hey everyone.

So my set up is if the player character walks into the trigger volume of the object (in this case a sign) then display a UI cue that they can read this sign with the A button..

On button down within the volume display the message on the sign.

What is happening tho is when the player enters the trigger nothing happens, even tho the bool variable does change but the Canvas Group Properties should change it's alpha value from 0 to 1, but it doesn't.. however, if I stop the game and return to editing while I am in the volume the alpha value does change to 1 and when I replay the game the ui cue is on screen no matter if I'm in the trigger volume or not. So I can change the alpha value by quitting and restarting the game and being in the volume or not. Which.. yeah.. that works.. but it doesn't do it in game. :/

https://i.imgsafe.org/790b788f9b.jpg

https://i.imgsafe.org/790bbecaaf.jpg

https://i.imgsafe.org/790bc86b15.jpg

https://i.imgsafe.org/790bdc6e49.jpg

https://i.imgsafe.org/790bef29a0.jpg

I hope I've explained it well enough.. it's a pretty strange problem.

9
Work In Progress... / The Story of Melody
« on: September 30, 2016, 02:49:00 PM »
Hey everyone!

I'm a long time game developer.. about ten years working on consoles, pc, mobile.. AR and VR.. I'm currently working on my first "big" solo project. I've got a few years of experience with Unity under my belt as an artist and designer with some very light scripting, so I took a serious look at my options and decided to scoop up Playmaker.. So far I gotta say I'm very happy with the results. I'm starting to take posting updates seriously and stretching out to where ever I can and realized.. Duh.. two months of work and I've posted nothing on the playmaker or unity forums.. So here's a work in progress video for you to check out as well as links to check out my other art and what not.

Thanks!!

https://www.youtube.com/watch?v=6SooaVVAeGM

http://glacierstudios.weebly.com/

http://wayneadamsart.weebly.com/

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Playmaker Help / Re: Playmaker spawning projectile issue.
« on: September 20, 2016, 05:29:48 PM »
Removing the rigidbody from my player object and parenting the spawner inside it again seems to have fixed the problem without any adverse side effects. My player doesn't need to jump or do any sort of physics work outside of standard movement and she appears to work as designed for the most part. I feel odd about marking this thread SOLVED, but if an Admin feels it is you can mark it.

If everything seems ok in a few days i'll mark it myself.

Thanks!

11
Playmaker Help / Re: Playmaker spawning projectile issue.
« on: September 20, 2016, 05:17:16 PM »
So here's my latest idea. Rather than parent the spawner to the player object, what is the most efficient way in playmaker to continuously update the spawner's position and rotation in relation to the player as if it was parented to the player object?

12
Playmaker Help / Re: Playmaker spawning projectile issue.
« on: September 20, 2016, 11:27:02 AM »
Interesting enough, unparenting the spawner object from the player in the hierarchy seems to fix it, however, now the spawner isn't going to work with the player..

https://i.imgsafe.org/17ece8a735.jpg
https://i.imgsafe.org/17eccc4a5d.jpg

I don't understand why the spawner works unparented and not as a child of the player object, nothing else in the player object is being pulled down. Everything remains put in the scene.

EDIT: I am convinced this is a nesting issue. The spawner object will work just fine if un-nested or nested under an empty game object. The only time it fails is when it's nested under the player object.


13
Playmaker Help / Re: Playmaker spawning projectile issue.
« on: September 20, 2016, 09:59:39 AM »
There are no collisions on the spawner and the spawner does not collide with the player volume. Unless the player is against the wall the spawner isn't in contact with any collider. So when the projectile spawns, which does have a collider, it isn't interacting with any existing collision in the scene. (again unless the player is against a wall) but even with everything turned off with only the player and the ground existing in the scene, some ghost object is interfering with the spawning of the projectile.

14
Playmaker Help / Playmaker spawning projectile issue. (SOLVED)
« on: September 20, 2016, 07:13:56 AM »
First I apologize if this is a repeat to some of you. I searched the forums for an answer but couldn't find one. I am basing this work on the following tutorial:

https://www.youtube.com/watch?v=Ku9P8CANv-k

My issue is that something is dragging my projectiles down with the level's gravity. However the spawning object nor the projectiles themselves use gravity. I have attached several screenshots, they are large so I have not used IMG tags on them.

https://i.imgsafe.org/14134afca5.jpg
https://i.imgsafe.org/1413810425.jpg
https://i.imgsafe.org/14138afff1.jpg
https://i.imgsafe.org/141398094f.jpg


I appreciate any help. Thanks!

EDIT: Additional information:
If I remove the rigidbody comp from the projectile they still fall.
The spawning object stays with the player, so since projectiles are not spawned until the A button is pressed there is actually nothing in the scene that the projectiles should be connected too. yet when firing rapidly from the screenshot, the rounds are clearly attached to some object which is dragging them down. This object is unseeable in the scene game and hierarchy windows nor is it selectable.
 
2nd EDIT: Additional information:
This also appears to be random. If I rapidly fire away, some of the projectiles will spawn and translate correctly, but there is no method for determining whether or not a projectile will spawn at the spawn object OR if it will spawn at the ghost object being pulled down by gravity.

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