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Messages - jasperPT

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1
Playmaker Help / Using Easy Save to save Prefabs/Game Objects
« on: November 05, 2017, 02:02:23 AM »
Hi

I am trying to create an inventory system with Hash tables/Array Lists

The basics of what I need to do is store a list of the inventory somone has and save it.

I can't for the life of me figure out how to save anything with prefabs though.
I would prefer not to have to encode it as some sort of string and then decode it back to variables at runtime but it is looking like that is my only option.

Has anyone got any solutions to saving game objects or prefabs in a list and loading them?

2
Playmaker Help / Re: How do you approach an unlock/reward system?
« on: October 11, 2017, 08:59:14 AM »
Hey thanks for the reply, I have put some of this info into my system and is quite useful!

3
Playmaker Help / How do you approach an unlock/reward system?
« on: October 04, 2017, 05:39:03 AM »
Hi

I am making a mobile game with an unlock system that I want to have work with a pretty broad set of things to unlock.

For instance:

Level 5 - Unlock a cow character

Level 7 - Reward with some gems

Level 9 - Reward with a power up

Level 10 - Reward with an owl character


So the problem being that these are not all just simple game objects I can add in.
What I was thinking is using an Array and put a string in at each level with the name of the thing I want to use as a reward. "CowCharacter_01" "Gems_X100" for instance, and then have a rewards manager that figures out what each of these strings relate to, although that feels like it could get pretty messy pretty quickly.

How do other people approach this type of thing?

4
I might take a look at this a little later, I do a few things similarly in my project.

With regards to taking information without storing it in a variable. If you dont want to clam up your fsm with odd named variables, have you thought of using "set event properties" and "get event properties"?

Loops in loops in loops start to get confusing very quickly.

5
Playmaker Help / Re: Unity Ads problems 5.6
« on: May 15, 2017, 02:09:55 AM »
Thanks so much for the help!

6
Playmaker Help / Push notifications to a specific player ID
« on: May 14, 2017, 02:18:26 PM »
Hi

I am creating a turn based multiplayer setup for my game, and am trying to figure out how to best send a push notification to the player who's turn it is.

The way I thought it should work is:

I take my turn, then once that is done, my device sends a push notification to your device to say "hey its your turn!"

I have the player id for both android and iOS from my end when I am updating the game info on the server, and I am using ultimate mobile in my game as well.

It seems like it is something to do with parse, is that the right approach?

Has anyone done this before that could give some help with something that already has the actions built in?

7
Playmaker Help / Re: Unity Ads 2.0 - Not working
« on: May 14, 2017, 02:14:35 PM »
Hey Jeanfabre

I did in fact get it to work in a clean project over the weekend, so have transferred everything across to that project.

In my old project I was having trouble as unity would not install unityads by default (turning off and on unity ads in services) so I had to try and download the asset from the asset store, but that seemed to conflict with the playmaker actions for some reason.

8
Playmaker Help / Re: Unity Ads 2.0 - Not working
« on: May 10, 2017, 03:03:43 AM »
Hi Jean,

Can you let us know when the actions have been updated, I am having the same issue and it does not seem to just work out of the box in 5.6 for me even in a clean project with Unity Services ads setup.
(you replied in a previous thread I made on the same topic as well)

Once you have updated the action set I will try again.

Thanks so much for responding so quickly to this by the way, much appreciated.

9
Playmaker Help / Re: Unity Ads problems 5.6
« on: May 03, 2017, 02:29:05 AM »
Hi Jean

Yeh it is super annoying that they forced the whole thing to change.

I am in beta testing phase of the game at the moment and the ads do not work on device either.

I am having some issues getting in app purchases to work as well, but I think that is more of an issue with IOS Native after updating my project.
So frustrating.

Is the Unity Ad's thing something that looks like it might be fixed/updated any time soon? Is it a common thing that these do not work or is my project an outlier?

10
General Discussion / Anyone tried making a fighting game with PM?
« on: May 03, 2017, 02:25:33 AM »
Hey!

Just wondering if anyone has made a fighting game with Playmaker?

I thought for my next project I might try a small smash bros style fighting game, I know there is a lot of specific frame data type work that needs to be done.

Could be a fun thing to test out but not sure if it would be possible to get all the technical stuff done correctly with playmaker.

11
Playmaker Help / [SOLVED] Unity Ads problems 5.6
« on: May 01, 2017, 02:33:14 AM »
Hi

I am using Unity version 5.6
Playmaker Version 1.8.4

If I have the Unity Ads 2.1.0 installed and the playmaker action "UnityAdsShowAd" installed, then I get the following error:

Assets/PlayMaker Custom Actions/UnityAds/UnityAdsShowAd.cs(108,34): error CS0433: The imported type `UnityEngine.Advertisements.ShowResult' is defined multiple times

Any ideas on why this is or what I can do to fix it?


From my research it looks as if I need to uninstall the UnityAds 2.10 Package, and let Unity Services handle it.
However if I uninstall the package unity does not seem to be putting any of the required folders back into my project. Or does it not need to add anything to my actual project to work?

I have set up a blank project to test it out, only installing playmaker, and the unity ad action. With ads enabled in services and set to test mode.
However whenever I try to play an advert it does not do anything, not even send a failed event, it just sits in the state that has the "play ad" action.


What am I missing here?

12
Sure.

Couple of ways you could do it depending on what behaviour you want.
Let's say you wasn't it like this

Parrolling formation > found target > move to target  > surround target and attack> move back to last patrol position and reform formation.

So for each bird in the formation you would need a position that the bird should be in, stored in an array, for something like a V formation that would be pretty simple to set up in a seperate FSM, so if any birds die it could re calculate the formation and they would each reference the positions they need to go back to.

For the part where they go and attack, first thing is to store the position of the parent (the part that is patrolling) so it knows where to come back to. Then make it move to the player holding the birds. While it is moving you could do a similar thing as the above formation FSM to create a "moving to attack" animation"

Then once you get to the player you need to effectively make a new formation as a circle around the player. To get positions in a circle around something, you can do fancy maths, or you can do it the hack way like I would:

Have an empty object (call it targetCenter)with an empty child under it. (Call it  Targeter)

The Targeter move the targeter out to the distance you want your circle's radius to be. Put targetCenter at the player> count how many birds there are > divide number of birds by 360 > rotate the targetCenter by intervals of this number, storing the position of the Targeter at each interval until you have Rotated a full 360.
You now have local positions that will form a circle around your target.
Use them to effectively create a new formation as you are attacking, the parent of your birds could just be following the player closely or even parented somewhere under the player.

Once they are done attacking they do the above but in reverse, moving back to their original position and continuing to path.

13
Playmaker Help / Re: Playmaker has Disappeared from my project
« on: March 25, 2017, 02:00:21 AM »
Thanks for the help.

I have been able to fix the issue, seems like there was some conflicts with updating my Ultimate Mobile Asset.
Had to un-install it and re-install, seemed to fix it.

14
Playmaker Help / Playmaker has Disappeared from my project[SOLVED]
« on: March 23, 2017, 01:11:35 AM »
Hi

I am in a bit of strife.

I have lost playmaker from my project and can not seem to get it back.

I have tried restarting unity

I have tried deleting the folders "Playmaker" "Itween" and "Plugins/Playmaker"
Then re-installing.

When I do this the auto pop up to setup playmaker does not start. So I navigate to the install folder under the playmaker folder to install it.

After running that there is still no playmaker and no Playmaker drop down from the main toolbar.

I have an error saying there is duplicate action (so i delete the action that I previously downloaded from the ecosystem.)

Then I get 3 errors with regards to the ecosystem along the lines of:

Assets/PlayMaker uGui/Proxies/PlayMakerUGuiDropEventsProxy.cs(8,29): error CS0234: The type or namespace name `Ecosystem' does not exist in the namespace `HutongGames.PlayMaker'. Are you missing an assembly reference?


I think that may be the main culprit?

15
iOS Help / Re: Is Playmaker any easier than learning to script?
« on: March 20, 2017, 11:30:04 AM »
Hey man!

I know this is an old topic but thought it would be useful for anyone who has the same issue.

Playmaker might take a little getting used to but once it clicks things really start to fall in place fast.

I am 3 years in and still learning things here and there, but it took probably 2-3 months to get a good understanding of how to build something for myself.

What I would recommend if you are getting bored quickly by tutorials, is to do this:
Watch a tutorial or two (preferably two)

Then use whatever you just learned to make something really really small, like just a basic interaction and try to do something with it that the tutorial did not teach you. More than likely you will discover something and get a bit lost in the fun of making something.
Then do another tutorial or two and make another small thing with all of your knowledge.
This way you balance the feeling of having to trall through tutorials with actually making something fun, and you will be pushing yourself to learn more as you do it.


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