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Messages - ItzArranT

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1
General Discussion / Re: Speeding up movement between two points
« on: October 06, 2017, 01:46:50 AM »
Thanks for the reply.

I've tried doing exactly that, but the problem is when I click, the speed is only updated once the ball reaches one of its destinations.

2
General Discussion / Speeding up movement between two points
« on: October 05, 2017, 05:49:07 AM »
Hi all,

Probably an easy solution to this, but how would I create the following functionality:

1) There is a ball that moves between two fixed points.
2) On mouse down, the ball should speed up.
3) On mouse up, the ball should return to its regular speed.

I've tried using 'itween move to' with empty game objects and a 'float add' etc, but the problem is the ball's speed only updates once it reaches the empty game object.

Any ideas?

3
Playmaker Help / Camera fading
« on: August 28, 2017, 03:38:58 PM »
Hi  all,

Could anyone tell me how to do a camera fade out/ fade in without using the "camera fade in/out" actions?

Cheers

4
Playmaker Help / Re: "Slicing" a shape in Playmaker
« on: July 08, 2017, 02:32:49 PM »
Hi djaydino, thanks for the response and sorry for the late reply- in the middle of moving!

Thanks for the great recommendation re Sprite Slicer- do you know if this handles colliders also?

An action for it would be amazing :D

5
Playmaker Help / Re: Re-creating the gameplay of 'Calmfall'
« on: July 06, 2017, 12:35:48 PM »
Sorry to hear that krmko.

I'll mark the thread as solved for now but definitely get in touch once you're fighting fit again!

6
Playmaker Help / Re: Re-creating the gameplay of 'Calmfall'
« on: July 06, 2017, 04:02:34 AM »
In fairness you've been pretty specific so far!

What would be the best way to check if the trigger is active? So far I've created a simple 5x5 grid of empty game objects which each have an 'Is Trigger' box collider and a simple, two-state FSM which use:

State 1) Trigger Event
State 2) Sent Event to Game Manager "Cell Is Filled".

Although I'm unsure how best to proceed.  I understand the logic but I'm uncertain how best to reflect that in an FSM...

7
Playmaker Help / "Slicing" a shape in Playmaker
« on: July 06, 2017, 03:49:05 AM »
Hey all,

As a spiritual successor to a previous post of mine ('Re-creating the gameplay of "Calmfall") I was curious if anyone had any ideas on how to go about re-creating a mechanic similar to Fruit Ninja's "fruit slicing".

Essentially, the functionality would involve:

1) Observing a geometric shape from a 2D perspective.
2) Tapping the screen and dragging your finger to draw a straight line across that shape.
3) Lifting your finger to finish drawing the line and "set" the cut.
4) The cut affecting the shape accordingly (i.e. sliced in two).

I realise this is probably highly complex but I was curious if such a mechanic could be achieved in something like Playmaker.

Thanks all.

8
Playmaker Help / Re: Re-creating the gameplay of 'Calmfall'
« on: July 05, 2017, 02:37:55 PM »
A couple questions:

1) Why do symmetrical shapes not require times four variants also? Surely it would make sense for a symmetrical shape such as the 'submarine' to exist in four 90 degree rotation variants?

2) Does each rotated version of the same shape also require X different versions of itself with different centres?

I.e. for the submarine block, there would be 12 variations in total (4 for rotation and 3 differing versions of each rotation for different centres)?

9
Playmaker Help / Re: Re-creating the gameplay of 'Calmfall'
« on: July 05, 2017, 01:58:12 PM »
Amazing reply krmko- exceptionally explained!

Have you tried this approach already? Either way I'll be doing so myself and will let you know how it goes.

I'll keep the thread "un-solved" for now ;)

10
Playmaker Help / Re: Re-creating the gameplay of 'Calmfall'
« on: July 05, 2017, 05:24:47 AM »
Essentially it's randomly generating interlocking shapes.

11
Playmaker Help / Re-creating the gameplay of 'Calmfall' [SOLVED]
« on: July 04, 2017, 05:10:47 PM »
So I've started looking at simple arcade games on the Play/App Store and attempting to understand/ recreate their functionality in Playmaker- just for learning purposes!

I came across a little game called 'Calmfall': https://play.google.com/store/apps/details?id=com.nucooky.nonfreefall&hl=en_GB

I can understand how most functionality could be recreated in Playmaker, EXCEPT for the bricks themselves.

How would one go about creating such a system, which understands how to align various shapes of block together into a perfect tower?

Any takers?

12
Playmaker Help / Re: What are variables and how do they work?
« on: July 04, 2017, 01:25:04 PM »
And yet another thanks djaydino!

I've been using Playmaker for about a month now, which I sort've just dived in to, so I'm taking the time to understand the fundamentals as clearly as I can.

Thanks again.

13
Playmaker Help / Re: Wait for Trigger: 'Store Collider'?
« on: July 04, 2017, 01:21:34 PM »
Perfectly explained, thanks djaydino :)

And yes, I meant 'Trigger Event'- was pretty late when I wrote the post!

14
Playmaker Help / Trigger Event: 'Store Collider'? [SOLVED]
« on: July 03, 2017, 04:13:04 PM »
Could anyone explain when and why the 'store collider' field in the 'Wait for Trigger' action could be used or useful?

I'm not 100% clear on what it means.

Thanks all.

15
Playmaker Help / What are variables and how do they work? [SOLVED]
« on: July 03, 2017, 01:54:09 PM »
Following on from my previous question 'What exactly does "Get Axis" do?', I wanted to ask another fundamental question from a beginner's point-of-view:

What exactly are variables and how do they work?

I have a vague understanding, but if anyone could explain in the clearest terms possible, it would really help.  A handy metaphor wouldn't go amiss!

Thanks all.

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