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Messages - krimson0

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Playmaker Help / Re: Set Bool from Bool
« on: June 26, 2013, 02:51:19 PM »
Thanks Jean,

This is what I needed. Though in the state that I am currently working in, it doesn't seem to work, but it works elsewhere, so I guess I'll keep working at it. Thanks again.

2
Playmaker Help / Re: Set Bool from Bool
« on: June 24, 2013, 05:53:12 PM »
Thanks for the answer. However, if I run bool flip, won't the second bool always flip no matter if the first bool is true or not?

3
Playmaker Help / Re: Set Bool from Bool
« on: June 24, 2013, 05:17:15 PM »
Thanks for the answer, makes perfect sense. However, is there a way to set it to the opposite? Basically I need one one bool is true, the other one turns false. Thanks for your time.

4
Playmaker Help / Set Bool from Bool
« on: June 24, 2013, 12:54:43 PM »
I was wondering if there is an action or a way to set a bool value based on another bool being true within a state. Thanks.

5
Share New Actions / Re: GetAxisRaw Action
« on: June 22, 2013, 10:19:10 PM »
Yes I agree to above, this would be very helpful in official as a option in get axis and get axis event

6
Playmaker Help / Re: Jump in 2D Platformer
« on: June 20, 2013, 08:58:25 PM »
To clarify, was able to reset the moveDirection.y from climbing by reseting it everytime controller is grounded is true. That way it matches the example.

7
Playmaker Help / Re: Jump in 2D Platformer
« on: June 20, 2013, 07:25:02 PM »
Sorry seems like the script, gravity will keep making the moveDirection.y keep falling in value as well. So I guess the problem now is just the jump still. It still just snaps to the value rather than climb toward it and stop.

8
Playmaker Help / Re: Jump in 2D Platformer
« on: June 20, 2013, 06:49:00 PM »
Hi Jean,

Thanks for the reply. The Get Button Down does solve the holding space down and floating issue, however, the jump is still very sudden and gets dragged down real fast. It is similar to my second version where I have an in air state that does not have the get button.

Looking at the tutorial example, I notice that the moveDirection.y value climbs toward the goal value rather than changing into it. I have a feeling this is why the jump and fall is gradual. Also, this give a acceleration for gravity that feels more natural. To simulate the effect, I have added a subtract float per frame per second, to emulate moveDirection.y -= gravity * Time.deltaTime. Since there is no subtract vector3.y or similar action, I had to create another float. The result does makes the moveDirection.y value slowly climb toward gravity value. Very similar to how the script works. However the value keeps going, the action keeps repeating. While in the script, it caps at 20 and resets when it hits the ground.

Sorry for all the questions, again this is all pretty new. I guess I'm not fully grasping the logic of the script and why it's not creating the same issues as my fsm. Seems var are getting reset somehow. Thanks for your reply though.

9
Playmaker Help / Jump in 2D Platformer
« on: June 19, 2013, 06:29:34 PM »
Hi,

I just started using playMaker and am pretty new to programming in general. I'm playing around with trying to make a 2D platformer type control.

I've looked at this tutorial
http://vimeo.com/album/1567704/video/21880268
I like how it's set up so I'm trying to replicate it using playMaker. The first attatchment(inputState01.jpg) shows what I have so far. Everything works fine, except when it comes to the jump.

In the tutorial, the jump seems to reach the jumpSpeed height and falls down. However, in my case, the jump keeps going as long as the space bar is held. This makes sense why it happens but I guess I don't get why the tutorial one works the way it does, or how I would translate that to playMaker.

The concept is also based off of an answer to this thread
http://hutonggames.com/playmakerforum/index.php?topic=3516.msg16182#msg16182
by user greg. So I would like to know how to get it to work properly.

Furthermore, eventually, I would like to split the actions of the state into an fsm that looks like the second image(fsm01.jpg). I would like this so I can keep different status of the character in different states to provide flexibility in each status. If this is not good than feel free to advise. The jump however also doesn't work for this. After jump is initiated, it jumps to "in air" and keeps going up. When I try to re-define gravity in "in air", the player starts falling immediately after jumping.

Any help/suggestions/critiques would be great since, again, I am rather new to all this. Thanks for your time.

10
Work In Progress... / Re: [Community] Example Scene Requests Thread
« on: June 19, 2013, 11:56:41 AM »
Great job, especially for a beginner like me, these are invaluable for learning. Thanks for these.

Just one issue, I can't seem to download the Side Scroller v.2. Clicking the link takes me to an error page. Could you double check on that?

Anyways thanks again, and I can't wait for updates.

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