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Messages - MattyWS

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1
Playmaker Help / Re: Level unlock
« on: October 22, 2018, 01:22:32 AM »
It's depreciated now and thus not on the unity assets store but I've been using Mad Level Manager, which had playmaker actions. What you could do is contact the developer, who's quite a friendly guy, and see if he'd be willing to rectify the depreciation. There is nothing wrong with the code that I can see as I'm using nearly the latest version of Unity, it just gave an initial warning when I imported it to say it may not work because it's depreciated.

It works flawlessly, saving the level progress for the player and has pre-made themes (some of which I made).

https://assetstore.unity.com/publishers/2898

2
Work In Progress... / Re: Ricochet Remake
« on: September 21, 2018, 02:46:08 AM »
I'm finish up on level 21, where I have added an extra layer of difficulty with an new feature; Automatically turning bars! (orange bars)

https://youtu.be/Y8q1yyD14S0


3
Work In Progress... / Re: Ricochet Remake
« on: September 13, 2018, 07:29:42 AM »
Hi just to update ya'll, I've made up  to level 25 so far but the reason I slowed down was that I had a few months of trying to find a new job after leaving Rare ltd. I'm happily working at Firesprite now and I'll get more free time soon again for this!

https://youtu.be/fGpwIJPxK3Y

4
do you need gravity?

Also the "is kinematic" checkbox may need to be turned on. :)

5
It does work, can you send a screenshot of the settings for your rigidbody in the inspector?

6
Maybe bad practice but doesn't global variables carry across scenes?

7
Work In Progress... / Re: Ricochet Remake
« on: March 07, 2018, 07:57:43 AM »
Thanks, if you want to give it a whirl you can try out the first 15 levels! Please note that I made sure to keep the first 15 levels simple enough for anyone to grasp the concept, since my previous attempt at this game everyone really struggled.

https://www.dropbox.com/s/7bkmgwoksiwl3lv/RicochetBounce.zip?dl=0

the 15th level introduces portals!

8
Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: March 05, 2018, 04:27:47 PM »
That does seem to be the issue actually... I have Unity 2017 version 3.1f1. I hope it's resolved soon but until then I guess I will just hold off on using Textmesh Pro. :(

Thanks for the info!

9
Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: March 04, 2018, 05:38:58 PM »
Hi, sorry to rez this topic but it seems to be the last known actions for TextMesh Pro+Playmaker actions.

I imported the actions into my project and all of my UI (it was all under one prefab), thats buttons, images, texts.. all were moved around, set to different locations and incorrect positions and I couldnt move them anymore. Once I removed these actions I could move them again but the locations were still all wrong and I had to manually move everything back to where it all was (lesson learned, back up projects before importing new things).

So I want to ask, is this the definite latest of the actions and can it be used with the latest version of Unity and the free version of TextMesh Pro? If not, is there a more standard set of actions for this?

All I really want to do is update a text with an action. xD

Thanks,
MattyWS

10
Playmaker Help / Re: Endless runner with zigzag roads
« on: March 04, 2018, 02:22:17 PM »
I actually made one myself using playmaker

https://play.google.com/store/apps/details?id=com.EarlyGames.SuperCube&hl=en

The way I went about it was, I made a straight segment, a left turn segment and a right turn segment, then I dynamically spawned them at random on the end of each other the closer the player got (they spawn off screen). I also put a spawn point on the straight segments in the middle that had a random chance of spawning a cube that you would collect for points.

as for the player controllers, I simply had the player in one of two states, going left or going right. tapping the screen swapped between the two

11
User Showcase / Re: Hellscreen Retro 90s FPS Kickstarter launch
« on: March 02, 2018, 06:40:31 AM »
Really impressive! Reminds me of the old Quake games but with a little more of a retro look.

Do you ever wonder what this game would look like in VR? :O

12
Playmaker Help / Re: uGUI debug showing "state 1" on click
« on: March 01, 2018, 05:49:15 AM »
Oh I see what you mean now, I found the checkbox to disable labels. Blonde moment for me sorry! It's on the PlayMakerGUI object in the scene. This topic is resolved.

13
Playmaker Help / Re: uGUI debug showing "state 1" on click
« on: March 01, 2018, 02:10:46 AM »
I didn't  find any preferences for this, is this fsm stored somewhere in the project? I didn’t think to change it to debug off in the scene while the game was running since next time I run it, it’d be a new one I assume.

So my issue still remains :(

14
Work In Progress... / Ricochet Remake
« on: February 28, 2018, 08:43:01 AM »
Hi all,  so long story short, I made a game 3 years ago, abandoned it because of a huge bug I couldn't solve at the time and now started from scratch a couple weeks ago because I no longer have the old project on my PC.

While the remake is not yet released, here is some early footage of a test level showcasing portals!



https://youtu.be/N9DqO-jlc1Q

15
Playmaker Help / Re: uGUI debug showing "state 1" on click
« on: February 28, 2018, 07:04:11 AM »
Infact, I found the culprit and it was a "playMaker Send Event Proxy" object made at run time... Screenshot below. How am I supposed to disable the debug labels on that? :(


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