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Messages - MattyWS

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Playmaker Help / Re: Moving an object accurately one unit at any speed
« on: February 16, 2018, 06:34:15 AM »
I tested DOTween free with the free playmaker actions and it seems a lot smoother, however I was getting issues trying to loop the whole thing. Is the DOTween pro package and the $10 playmaker actions for DOTween on the asset store worth it or am I good to stick with the free stuff? is the free actions still supported?

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Playmaker Help / Re: Moving an object accurately one unit at any speed
« on: February 15, 2018, 04:32:43 PM »
Hi, I may have spoke too soon, the more actions I add to each step (more collision checks) the more the ball starts to visually stutter. :( I will try DOTween and see if this is any faster but I fear the stutter is within the Trigger2D Event actions, there's currently 3 of those within a state. I guess back to the drawing board! If you wannt to do too much per step then it won't look good (it will work though).

EDIT: I just removed all trigger events and just used Next Frame Event, it still stutters, so I guess there's a chance that it is iTween. I will double check this.

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Playmaker Help / Moving an object accurately one unit at any speed
« on: February 15, 2018, 01:38:28 PM »
Hi!

This isn't so much me asking for help, in fact it's the opposite. A long time ago I made a game in a weekend using playmaker for fun called Ricochet. It's on the android store here;

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

However I abandoned the project before making more levels because of a game breaking bug. I was using physics on the ball to move it, initially and using collisions with the bars and the ball to make the ball bounce. At first I thought this was a solid way of doing it. What could go wrong? The bar was exactly 45 degrees and the ball starts off aligned to an imaginary grid with the bars, everything was placed perfectly.

Well, the ball would very rarely not collide exactly on time with the bars and would eventually become offset, which would then make the ball collide incorrectly and it would bounce off at a random angle. I was a noob at the time so this was a big problem I couldn't solve.

Enter today! I was thinking about the project today and it clicked, I could just manually move the ball exactly 1 unit, check whats there then move 1 unit accordingly, repeat. This removes physics in favour of just using translate. I'd move the ball for 0.5 seconds at a speed of 2 if I wanted it to be double the speed. Unfortunately for me once again, this wasn't accurate. As it turns out the ball would sometimes stop too late, becoming slightly offset once again. :(

My next attempt was to look for something other than moving it with physics or translate so I tried a using iTween actions and BAM! No matter how fast I wanted to make the ball, it would move exactly 1 unit, do it's check then move again accordingly. It all happens instantly so the ball looks like it's smoothly moving. So I've solved the issue (mind you I need to start my project again as I no longer have that project on my pc).

I guess my main point in this thread is for one, to help others come to the same realisation that using standard methods to move objects in Unity are flawed and inaccurate. And secondly, I guess I want to ask why they're inaccurate? How have other people done similar things without noticing this flaw?

Anyway, expect to see Ricochet 2 released on PC in the future. :) Pure Playmaker game. Now that I've become a little more educated on game design I will also strive to make the game a little more balanced with difficulty, since almost everyone stopped playing around level 6-9 due to my ramp in difficulty throughout the 27 levels. :P

Thanks,
MattyWS

4
Playmaker Help / Re: [SOLVED] Add Force in player direction
« on: July 22, 2016, 04:20:49 AM »
Thanks! I'll be testing this when I get back later tonight. ^^

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Playmaker Help / Re: [SOLVED] Add Force in player direction
« on: July 21, 2016, 01:53:12 PM »
Sorry to rez the topic but the example attached doesn't seem to have any functionality and I'm at a loss. :( I have a 2D game where you control a spaceship, so far I can rotate it but I cannot add force to the direction it's facing locally. I tried the example above to no avail (as I mentioned, the cube doesn't move). Any help would be lovely.

I've noticed the Add force action for 3D has a local/world space option but Add Force 2D doesnt~


6
User Showcase / Super Cube!
« on: June 14, 2015, 02:41:19 AM »
Hey guys, I've released a game fully using Playmaker on Android! It's a ZigZag/SuperHexagon hybrid. It's also my first game using leaderboards and achievements so I'm looking forward to seeing everyones high scores! :D

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


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Work In Progress... / Super Cube!
« on: May 27, 2015, 05:32:57 PM »
(For android)

I took inspiration from a couple of games and made a fast paced rhythm game! I say rhythm but it's actually just nice music while you play a fast paced game (like super hexagon). Link below to my test build! So far this is only a couple of days into development and there's plenty for me to do to improve and expand on but I think people will love it. Tell me what ya'll think!

https://drive.google.com/open?id=0ByZJXQCtXskMb1pIQ043Wl9iT1k&authuser=0

I used playmaker entirely for this. I also used Pool Manager 5 for the spawning and despawnign of the randomly generated level.








8
Action Requests / Re: Blend between material colours
« on: May 25, 2015, 07:45:18 AM »
Thanks for the replies! I found changing my lighting was a better solution than material in the end and it makes my game like a chiptune party! :D

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User Showcase / Re: Ricochet! (Android)
« on: May 24, 2015, 05:03:25 PM »
Thanks! ^^ You'll also be pleased to know there is now 27 levels! And if -anyone- manages to complete all 27 please post it here... I spent a lot of time plotting out those levels and there was a lot of evil laughter on my end. Needless to say from level 18 onward it gets extremely hard. :P

10
Action Requests / Blend between material colours
« on: May 22, 2015, 12:32:43 PM »
Hello! I was wondering if it were possible for an action to fade a materials colour to another colour of your choice over a set time of your choice.. Is this easy? I wouldn't know where to start on this one. :(

Also on a similar note is it easily done with light colours too?

11
Share New Actions / Re: UnityAds
« on: May 21, 2015, 05:11:40 PM »
Thank you! This is a massive time saver as I was about to make my own.

12
User Showcase / Re: Ricochet! (Android)
« on: May 21, 2015, 01:30:28 AM »
More updates but more importantly, Ricochet is now free! Enjoy all! :)

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User Showcase / Re: Ricochet! (Android)
« on: May 16, 2015, 03:02:23 AM »
Updated price and added sounds and animations to make the game feel nice to play!

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User Showcase / Ricochet! (Android)
« on: May 14, 2015, 09:18:23 AM »
So I made a small game for Android for fun. Currently only 9 levels but I do have plans for more as with any puzzle game. I'm hoping to get into the hundreds with updates. I made this one by myself in Unity. I purposefully made the last level to show how much harder it could get. :)

The plan for extra features will include crazy stuff like multiple balls from the start, teleport nodes, unavoidable buttons to spawn more balls, laser beams that switch on and off, moving enemies etc. For now though, just the 9 levels. :P

Also yes, it's a paid app.. I didn't want to put ads in. Obviously I used Playmaker for this, but also Mad Level Manager. I've made and sold many themes for Mad Level Manager including the theme I used to make this game. :)

https://play.google.com/store/apps/details?id=com.EarlyGames.Ricochet

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User Showcase / Re: Finished Projects Made With PlayMaker
« on: May 14, 2015, 09:17:36 AM »
I just released a game using Playmaker along with the Mad Level Manager. :) Android only for the moment.

https://play.google.com/store/apps/details?id=com.EarlyGames.Ricochet

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