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Messages - tobbeo

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1
Playmaker Help / Re: Scrub through Frames
« on: June 25, 2012, 02:10:15 PM »
If you just want to go through a sequence of images, you can just switch image based on an input and that way when you launch the game you could "scrub" through your image sequence based on the input you specified.

2
Playmaker Help / Re: drawing a health bar
« on: April 11, 2012, 02:01:47 AM »
Well yeah, like Santelia said, if you want layers you just place the rectangles on top of each other. You just need to think in depth rather than in Photoshop layers. Then just use additive (cheapest), blend, or an alpha. There are a few different ways of doing a set-up like this, all valid as long as they work :).

3
Playmaker Help / Re: drawing a health bar
« on: April 09, 2012, 05:45:47 PM »
You mentioned you got it solved. But to explain my setup I just created a rectangle as a prefab and then scaled it along X with an FSM like explained in my previous post. I don't know what you mean about drawing a texture object over another. You can have a child that inherits the transform of the rectangle that look like something else...

If you want to get fancier and have a round health bar (or any shape) you could create an object in any 3D program and make sure the UVs are laid out in a straight line and then scale the UVs instead of the transform as the player takes damage. I don't use Playmaker's GUI (other than for text) as I find it limiting. I much rather set up everything the way I want it and link it to the camera.

4
Playmaker Help / Re: drawing a health bar
« on: April 09, 2012, 02:35:24 AM »
I set-up a health-bar for my game and the way I did it was to scale a rectangle (where the pivot was at the "beginning" of the rectangle). I give the player a health value of 100, another value is fine too but then you'd have to convert it with some basic math. So if his health is 100, and he takes 10 damage, I scale the rectangle to 90%. Super easy to animate the scale from 100 to 90 too so it looks nice.

5
Feature Requests / Re: Action Browser - multiple tabs request
« on: March 21, 2012, 06:15:02 AM »
This feature is already in there? I use it all the time... unless I misunderstand. I hit the button to bring up the action window, then I start typing and it sorts out the actions based on what I am typing.

6
Action Requests / Re: Sprite Manager 2 set color
« on: January 13, 2012, 01:01:24 PM »
Are you using all the SM2 actions that Jean wrote? I think he made a script for that very thing but I can't check right now. I use his SM2 actions all the time in the game I am doing.

Seems you got it sorted either way! :)

7
Share New Actions / Re: get distance with axis ignore flags
« on: January 02, 2012, 10:49:17 PM »
I like this one a lot too, thanks Jean!

8
Share New Actions / Re: Set Position - "additive" option erm... added :)
« on: January 02, 2012, 10:48:32 PM »
The way I've always done it is using "Set Position", every frame checked and then have an animated Float which has always worked fine (then simple Compare Float actions to exit the Event), or "Translate" when there's no need for anything else. "Set Additive" negates the need for an animated value though which is nice. Having an "every frame" in "Translate" would be pretty good (though not sure why you would want to do that over using Set Position) but for consistency's sake it would be nice.

9
Feature Requests / Re: Zoom and Multi FSM display
« on: December 24, 2011, 02:46:07 PM »
This seems very similar to Nuke, which I used to show Alex a few examples in the 1.2 beta. I completely agree that it would be an awesome way to visually handle/see your FSMs.

Good stuff :).

10
This may or not be a good solution for your game but for the type of game I am doing it works fine.

1. Animate an object from where it's created to the point you want it to end up (with a simple MoveTo, or use iTween depending on how you want it to accelerate etc.). That gives you a straight line of motion to your target. Lets call this object "Throw" just so I can reference it. For this example, lets say it's moving down the Z axis (doesn't really matter what direction though).

2. Create another gameobject and make it a child to "Throw". Animate this object using MoveTo or iTween on its local X or Y (or both, just not the Z axis) from a good range that gives you the curve you want. Like 0 to 50 to 0.

This child object will now move in an arc to your target. If you want more control, use some simple iTween functions or acceleration math to make the speed so it's speeding up until it hits the target or whatever you want.

This is the simplest method I know of and it works great for all the uses I need it for in my game. If you need a visual example, let me know and I'll try to make one for you (though during the weeks I am way too busy at the moment so it would have to be on a weekend).

11
Playmaker Tips & Tricks / Re: PlayerPrefs Exposed!!! and Unsensored!!! =P
« on: December 18, 2011, 06:14:16 PM »
This is actually a frustrating guide to a more simple task. You could have done way better.

This is actually a rude post. You could have been way more respectful.

12
Pre-release Discussion / Re: Debug Flow Preview - Coming Soon!
« on: December 17, 2011, 07:58:09 PM »
Awesome!!

13
Playmaker Help / Re: Gui Depth and the FSM order in the Inspector
« on: October 31, 2011, 12:35:09 AM »
I don't know if this will be helpful at all but why even use Unity's GUI system? It's all textures polys and text anyway. To make sure they are always rendered last (on top of everything else) I have a script attached to my own gameobject GUIs:

GetComponent<MeshRenderer>().material.renderQueue = GetComponent<MeshRenderer>().material.renderQueue =+90;

Also, in a 2D game like mine, this is a very handy line to control the render order of your "sprites" (planes with textures). And of course all my GUI objects have the camera as its parent.

I just personally never liked Unity's GUI system so I decided early on that I'd much rather do my own. Anyway I am sure you guys have your reasons, I just thought I'd add my 2 cents!

14
Share New Actions / Re: ArrayMaker is now available
« on: October 28, 2011, 12:41:33 AM »
Very cool Jean! You are awesome for sharing this with everyone for free. I know if I start using Arrays in my game it would speed up the creation and modification of a lot of stuff.

15
Yeah I understand that, hmm... I'll see if I can send you the project. Let me think about it and get back to you. In the middle of some paying work right now.

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