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Messages - coffeeANDsoda

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Playmaker Help / Re: Player flying third person camera in playmaker.
« on: October 06, 2017, 01:08:59 PM »

Playmaker Help / Ray Cast 2d problems in unity 5 with playmaker 1.8.3.
« on: October 04, 2017, 05:59:48 PM »

Base upon this tutorial I thought I'd not bother adding a 2d sprite to trigger a jumping event. Bare in mind, ground objects do have a tag in order for the Game Object Compare Tag action attempt making a comparison.

I don't know why this isn't working and I am using playmaker 1.8.3.

Playmaker Help / Player flying third person camera in playmaker.
« on: October 02, 2017, 03:38:31 PM »

In this video, I'd like to replicate that with FSMs. How does one go about this? I cant seem to figure it out.


check out filmstorm on youtube

Part one for the third person camera tutorial? Did try to make the camera work in that way, problem is the player wouldn't move and the main camera went nuts like a VR game.

How about other channels?

WHat you are asking is in fact a lot, lot, lot of questions in one. And not related to PlayMaker, but to Unity itself.

Given that I'd like to look for playmaker assets that are freeware, I'd like to know how to put together a proper third person camera with a FSM. I think that's what I meant when I'm having rotating problems. What youtube tutorials would you recommend though, if that can be a alternative?

While theirs the really basic playmaker video tutorial using a capsule, what does that mean when you use a mesh without collision that is the child of that capsule.

On one hand capsule moves better than using a cube, on the other hand when I use a main camera to follow the player, the camera acts nutty and the child spins around.

I guess what I'm trying to say is, how does a person set up a third person controller FSM so the player can rotate to a degree, but... the capsule player doesn't rotate causing the player to spin around?

General Discussion / Re: Which ai asset is the best?
« on: August 28, 2016, 03:02:18 PM »

As for free alternatives, have you ever considered making youtube tutorials on AI scripting that works along side fsms without creating custom playmaker actions? Or is that too time consuming or illogical?

Playmaker Help / Re: Magic Carpet controls.
« on: August 25, 2016, 10:39:20 AM »

Playmaker Help / Re: Magic Carpet controls.
« on: August 23, 2016, 08:58:23 PM »
That's for a earlier version of unity.

Playmaker Help / Magic Carpet controls.
« on: August 23, 2016, 10:53:59 AM »
While I'm aware of a default flying mechanic script for standard assets, isn't there a way to do this properly with playmaker?


Playmaker Tutorials / Re: New SHMUP Tutorial Series!
« on: August 20, 2016, 09:37:59 AM »
@coffeeANDsoda: I might have to check about sine mora...

Thought it would be interesting idea. Makes me wonder though when it comes to effectively rotating the player as a alternative to making the level like a rail Touhou type of shmup.  I'd like to create a top down shooter that was restrictive to a area that move.

Playmaker Tutorials / Re: New SHMUP Tutorial Series!
« on: August 17, 2016, 01:48:47 PM »
@clandestine: I might be doing episode regarding the boss, and its bullet pattern. Probably it will be a basic one, but one might be able to expand further from the tutorial.

How about making it like sine mora? The more damage you receive, the less time you have to play. Or is that too advanced?

Playmaker Tutorials / Re: New SHMUP Tutorial Series!
« on: July 25, 2016, 04:16:33 PM »
Yep, the ship direction is restricted only facing the top of the screen, just like any other Top down SHMUP.

the movement is being restricted to screen, so I don't think I'm going to implement that. AFAIK I've never seen a SHMUP which does that, I might have to check Everyday Shooter..

Haven't had luck finding videos demonstrating this option but it does exist in that game. Just thought it would be cool if you did a video on that. It's a fun game.

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