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Messages - Rbanninga

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Playmaker Help / Re: Changed vs Update ever Frame Optimization discussion
« on: November 09, 2015, 08:27:56 PM »
Using events would be the basis of the system yes. Its less intensive to check if a few numbers changed than to go through and do a large range of mathimatical calculations on them every frame when it is not required. So its just about reducing calculations where ever possible in the long run of a project to make it as lean as possible without resorting to directly making new unity scripts.

I'm doing this to see just how far visual programming can be taken. Its a relatively new field and full of bad and good practices.

Playmaker Help / Changed vs Update ever Frame Optimization discussion
« on: November 09, 2015, 07:00:10 AM »
So I was wondering about the update every frame toggle on the various actions... And it made me think about ways to optimize needless calculations where ever possible.

Correct me if I am wrong but does it make sense to add a state in my FSM that would sit idle and only trigger to do math equations if the data has changed?

Currently I have things update every frame but there could be moments where those numbers just sit idle and don't need to be updated. So the Float_Changed, Int and other variations of the Change check could be used for exactly that type of optimization correct to reduce pointless calculations?


Share New Actions / Re: square root
« on: November 09, 2015, 06:28:08 AM »
Just posting on this one Jean as a possible missed action for the latest version of playmaker? I could not find the Squareroot math function as a default in Playmaker.

Ah sweet good to know. Keep up the awesome work!

Sorry for the corps post but I was looking through some of these actions and comparing them to the latest playmaker release and noticed that some of the fixes found on the forums have not been added to the full version of playmaker. Any plans to do a proper sweep and make sure all these little odd fixes here and there are in the build found on the asset store?


Share New Actions / Re: A* pathfinding (stable 0v841)
« on: February 15, 2015, 10:29:30 PM »
Speed and realtime updates that outdo the pro version from Unity itself. This one is just a million times better and we would love to have it supported again with playmaker! Some official addon coop with the devs would be extra amazing... hint hint Jean!? :)

Cheers and good luck with your exams!

User Showcase / Re: Heavy Bullets Beta
« on: June 10, 2014, 01:56:39 AM »
Looks like its getting some good user responses on Steam Early access. Nice! So all is going well then with the game I take it? :)

User Showcase / Re: Heavy Bullets Beta
« on: May 22, 2014, 10:22:12 AM »
Nice nice. Thanks for sharing the image.

Yea the block method is one I am considering as well. Then with some additional randomization done with each prefab block chunk. I plan to run a recursive task during the first load taking a few passes to randomize the big shapes and then smaller elements inside each piece. I will be buying this on steam for sure. Totally worth it and I look forward to any other little treasures or Postmortem updates.

Did you also consider changing the color of the walls the deeper down you go in the world? Simple trick that can add even more variation. And the same for the grass. Some levels could have taller different colored grass or "snow / sand" and take it even further with the ceiling dropping down creeping vines or simply lowering it in some levels to add extra cramped vibes.

That is why I love generated content. Adding such layers of randomization extends the perceived scope and variation of the world like crazy.


Yup pretty sweet indeed. Like it!

User Showcase / Re: Heavy Bullets Beta
« on: May 12, 2014, 09:52:54 AM »
Hello Terri,

Keep up the good work man. This is a fun game developing here and all done with playmaker no less. I love it! Inspires me to keep using this program for my own games.
I am especially interested in how you approached the randomization aspect of the levels themselves. Care to share an image or 2? Is it also generated with playmaker?

Nice trick with the dropped bullets on the ground popping into the air btw.

Cheers and keep us posted as you progress with the development.

Playmaker Help / Switching characters?
« on: October 19, 2013, 01:58:44 AM »
Hello everyone,

I have a question regarding switching the character you control during gameplay. How would I go about switching to another player for example in a team game like soccer? So I am playing one character and then I pass the ball to another player and assume control of the character that currently has the ball. Another example would be a puzzle game where I control more then one character and at any point in time I would like to switch between one or the other character. Is this possible and if so could somebody point me in the right direction? I must have missed some state switch controller or something.

Thanks and hopefully this does not come across as to noobish of a question... :)

Playmaker Help / Re: Dynamic Target?
« on: October 17, 2013, 09:50:10 AM »
Nope I somehow completely missed that in the addons section! Thanks!

Playmaker Help / Re: Dynamic Target?
« on: October 16, 2013, 08:27:37 AM »
Hello Lane,

How exactly would I collect multiple objects in the radius though? Is their some way to setup a dynamic expanding list without this array script of yours or do I need to use it. Not saying I don't want to but curious how one would handle setting up and handling arrays without this lovely little addition. And regarding the tag would I have to make it a new layer maybe that I can target?

On another note I tried to setup your provided script and get the following error. Looks like I am missing something else..

Assets/PlayMaker/Actions/ArrayListGetMaxFloat.cs(9,45): error CS0246: The type or namespace name `ArrayListActions' could not be found. Are you missing a using directive or an assembly reference?


Playmaker Help / Dynamic Target?
« on: October 15, 2013, 08:06:54 AM »
Hello everyone,

I have a question in regards to targets or elements that could change dynamically. Currently a node like the Move to action requires that I set a specific object inside unity itself. But I would like this to be done from maybe a possible list or which ever entity I find inside that radius meeting some specific criteria like distance or low health as an example.

I've found an object variable in the engine... would that have something to do with it possible?

Regards and thanks!

Hello JeanFabre,

Thanks for the script! It works nicely. It also showed me how to go about it without using a script though. Oddly enough for anyone interesting if you want to know the speed of an object then make sure to Store Magnitude from the Get Axis Vector action. Then multiply it with the Speed value / Variable you set inside the Controller Simple Move action.

Now if you want this in Kilometers per hour you then take the resulting number and multiply it by 3.6.

So 3 meters per second travel speed equates to 10.8 Km per hour.

Or 3 x 60 seconds x 60 minutes divided by 1000 meters if you want to know how I got to the 3.6 value. :)

Thanks again for the help everyone!

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