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Messages - Thyriax

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1
Work In Progress... / Re: UnderWater Adventure
« on: June 24, 2016, 09:12:48 AM »
Hi Megmaltese.
I haven't got any reply concerning this problem.
Once you're at menu screen, "W" / "S" and "SpaceBar" are used to navigate.
Mouse and keyboard are working only in game.
Bye!

2
Work In Progress... / Re: UnderWater Adventure
« on: June 01, 2016, 12:24:04 AM »
UnderWater is available on Steam, now !
http://store.steampowered.com/app/473050/
Thank you !

3
Work In Progress... / Re: UnderWater Adventure
« on: March 14, 2016, 06:27:26 AM »


Underwater Adventure is Greenlit !!! Thanks for your vote !! See you soon on Steam !

4
Work In Progress... / Re: UnderWater Adventure
« on: February 04, 2016, 06:45:07 AM »
sorry for not replying sooner :(
Thanks to all of you for your replies !
DerickSinclair :  Yes, all the game is entirely made with PlayMaker !
Clandestine : No, i'm not from Insomniac. Even if our games were "underwater", they're a bit different. But it's a nice game too ! :)
Oh, and thanks for your vote !

Check out the demo and don't hesitate to tell me your feeling about this !
Thank you all
 

5
Work In Progress... / Re: UnderWater Adventure
« on: August 18, 2015, 11:56:34 PM »
Hi!

here we are!
"UnderWater Adventure" is submitted for vote on Steam GreenLight.
If you enjoyed the demo and want to help this game, go on.

http://steamcommunity.com/sharedfiles/filedetails/?id=502474860

Thanks a lot!

6
Work In Progress... / Re: UnderWater Adventure
« on: August 13, 2015, 11:43:30 PM »
Hello !

Here a PC demo of the game (3 levels)
You must have a controller to play.

Have fun and feels free to reply!

64Bits version.
http://www.torii-games.com/games/underwater/underwater_demo.zip

32Bits version.
http://www.torii-games.com/games/underwater/underwater_demo_32.zip

7
Work In Progress... / Re: UnderWater Adventure
« on: August 10, 2015, 11:34:14 PM »
i'm glad that you like it !
Thanks to both of you.



8
Work In Progress... / UnderWater Adventure
« on: August 10, 2015, 12:51:51 AM »

Hi !

It's time for me to show you my new game.
It's been a long time that i've been working on this, and i think have a couple of weeks of work on it.

Purpose of this game is very simple, you control a little sub in the abyss, searching for ingots. Once you got all of them, go back to surface. Easy !

But, it's not a simple journey in the depths. You'll be facing enemies and twisted mechanisms to slow down your quest.

To help you, you'll have to use your grappling hook, and some differents types of barrels with their own properties.

Each level must be finish in a defined time to have a score bonus, but without real consequence in the game because only global time will be calculated.

Each level will be replayable when you finish the game.

The game have 10 levels, which the difficulty rises gradually.

During this week, i'll send my game to Steam Greenlight. Stay tuned!

If you have questions, don't hesitate !

Bye!

https://www.youtube.com/watch?v=i3Zi2EG5XwA




9
Hi,
Maybe, you could work with Array Maker and use "Array list send event to game object"?
Or use "Exists" action to compare a saved variable within a gameobjet?

10
Playmaker Help / Re: adding time to timer ?
« on: July 06, 2015, 05:49:49 AM »
Hi Dino !

it's works now !!! 

Thank you so much !!!

11
Playmaker Help / Re: adding time to timer ?
« on: July 06, 2015, 05:19:57 AM »
Hi Dino, thanks for reply!

It's a count up (classic timer), but as i say, i've already done this and "add float" action (or float operator) didn't work. Well, in fact, it's work to add float, but when the action "Get Time Info" start, it's put the timer to 0, whichever "get info" i use.

here a screenshot of FSM

Thanks for your time

12
Playmaker Help / Re: adding time to timer ?
« on: July 06, 2015, 01:51:18 AM »
Hi DarkSoul , thanks for reply.
Yes, i use EasySave. And yes, i use it for saving the float at end of level (witch is global time for all levels).
But my problem is a bit more complicated (for me).
This famous "saving float" is a tempory time that i want to add at the beginning of level. This "saving float" is save with EasySave too.
For exemple, you start a new game, you play for 30 seconds, save and quit game.
When you load your game, the timer must start at 30 seconds and not 0. 

The "saving float" is loaded correctly (i see it in inspector)

I hope that i was clear with my explanations .

Thanks !

13
Playmaker Help / [SOLVED] adding time to timer ?
« on: July 06, 2015, 01:06:36 AM »
hi !
Let's me explain my problem.
i want to add a saving float to the timer at the beginning of level, and let's timer go from this float.
This saving float is a float from a saving game.
But when the level is loaded, the timer don't add the saving float and start to 0.
I've try to add some float within game from another fsm, but didn't work. The timer go as usual.

or more simply, how can i add float to a timer?
Thanks for your help

14
Share New Actions / Re: Draw Line 1.1 [last update: 18.05.2015]
« on: June 24, 2015, 07:03:45 AM »
Hi !
This is a great action and easy to use !
But, i've got a little bug.
When i use "Destroy on exit" option, and reactivate the FSM who have this action, it creates a default "line renderer" component . The options in the action are still here but not applied.

Good job !

15
Playmaker Help / Skinned Mesh, bones and FSM behaviour
« on: June 09, 2015, 06:06:20 AM »
Hello there,

I'm stuck with a problem between animation and FSM.

First, i've made a "bobbit worm" (or sort of). He's skinned and animated with XSI.
In Unity, the mesh is ok, and anim too. All is good. (Have Idle and Attack animation)

Second, i've made an FSM , with the behavior of "look at" target .
I've put some configurable joints on his spine. And it's work great !

But, when i want to mix both (animation and behavior "look at"), the skinned animation is taking over.

I've try to use "Animate physics" on the Animation component, but it doesn't work at all.

How can i resolve this problem? Is there an order to respect in the construction of FSM?

Thanks for your help!

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