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Messages - shinodan

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1
Playmaker Announcements / Re: Playmaker Game Jam
« on: March 09, 2018, 01:44:14 AM »
Registered!


2
Hi, i didnt finish reading this post but wanted to pitch in.

Why not just get position, convert it to a string and store it in player prefrences? Then when you load the scene get that playerprefs string, convert it back to vector3 and set position?

I think the vector3 to string action is on the ecosystem if not already included in playmaker as standard?

3
Playmaker Announcements / Re: Playmaker Game Jam
« on: February 15, 2018, 02:27:09 PM »
Hello  :)

I would love to take part in this if I am not too late.
Will check back for more info!

Cheers.
Dan.

4
Hi Djay,

In the end i didn't need to touch any script, it is an asset script called "Runtime Mesh Batcher" - https://www.assetstore.unity3d.com/en/#!/content/26200 for $5 or so.

I have then just attached the script to an object and passed the perimeters through with the call method action like the screenshot :|

Hope that helps!

5
Playmaker Help / Re: Call Method but specify gameobject at runtime?
« on: January 26, 2018, 01:42:43 AM »
I think i have solved it by setting the gameobject array first instead of the gameobject itself. I was then able to set the array at runtime with the object as its perimeter :)



Thanks for help!

6
Playmaker Help / Re: Call Method but specify gameobject at runtime?
« on: January 26, 2018, 01:32:55 AM »
I am on Version 1.8.5 and Unity Version 5.6.3 :| :(

7
Playmaker Help / Re: Call Method but specify gameobject at runtime?
« on: January 26, 2018, 12:13:57 AM »
Comment deleted, i see what you mean your screenshot was cut off for me haha :( hmmm, how recent an update? i started a couple of months ago?

Thanks
Dan

8
Playmaker Help / [Solved] Call Method but specify gameobject at runtime?
« on: January 25, 2018, 08:11:49 AM »
Howdy folks.

Just wondering if there is anything i can do to the call method action script to allow me to specify this gameobject at runtime, i tested dragging over the object at runtime and then activating the call method and it worked the way i had hoped but because my environment is getting generated at runtime i need to be able to specify that value automatically somehow.

Myself i am currently trying to look into the code to see if i can create a public gameobject var then change it to run off that object upon activation. (on the meshcombine code)

In the picture i have highlighted the bit i mean, if that was the specify var box i would have no problem :(

9
Work In Progress... / Re: omgitstri's prototype [Updated 2017.12.4]
« on: December 05, 2017, 02:11:57 AM »
Wow that looks like such a cool engine, You have a really cool nice clean mechanic to build and the graphics are that fun going clean nintento-esque way. (Sorry if that offends, somebody said my game looked like super Mario once and i wasn't happy :P )

Kudo's to you sir, definitely worth the share :D

10
Work In Progress... / Shot Bots
« on: November 21, 2017, 06:16:52 AM »
Howdy guys,
Been working on this game for about 6-7 months on and off between my job and family life.

It will be a top down online arena shooter (Planning for Android but who knows)
I have 8 different weapons, mines and grenades so far.
Just the 1 level currently though, i want to concentrate on the engine then expand with levels so i am avoiding getting caught up designing levels until the mechanics are a bit more solidly in place.

Some other assets besides Playmaker i am using (No Code required)

Photon Networking
Control Freak 2

I am posting for a bit of feedback in any regard. I am hitting that wall i usually hit after months working on a game where i feel like it sucks, so if anyone has any input at all, it might encourage me on a bit and actually finish (i never have) a game after 15 years of making them! :O :(

Please do check out the video, i would be ever so great full...

https://sendvid.com/2orcv5sa

Sorry about the photo Quality, I screen Captured directly from my phone.



11
Playmaker Help / Re: Photon Set Master Client.
« on: September 28, 2017, 11:11:54 PM »
Hi,

 ok, maybe I don't understand.

 do you want to force masterClient switch or do you want to check when masterClient is indeed switched ( because it left the room basically)?

Bye,

 Jean

A bit of both to be honest :P, I wanted to tell if the master had quit, if he did I needed my pickup powerups to be deleted and re-instanciated by the new master seamlessly. :D
I basically needed to know if the master client has changed and if it has, give the control of pickups to the new master.

12
Playmaker Help / Re: Photon Set Master Client.
« on: September 26, 2017, 02:24:29 AM »
An action for that would still be great but the idea I had seems to have worked?

Here's a screen shot of my new FSM, No waits or Loops and seems to take effect instantly, I'm pretty happy with it!


13
Playmaker Help / Re: Photon Set Master Client.
« on: September 26, 2017, 12:01:47 AM »
Wow, I've just found the Photon master client switched Global Event. This may do the trick, that's my day sorted!

:D

14
I don't think you need to use the FSM event with data.

"Photon View RPC Broadcast Fsm Event" allows you to send a string of data too. maybe try this, as long as on the receiving end you have a "get event info" you should be able to grab the string sent in the RPC call.

15
Playmaker Help / Re: Playmaker Photon - Suddenly not connecting
« on: September 25, 2017, 07:06:07 AM »
Are you hosting your own photon server from home? Have you set it up to port forward? Try maybe using your photon cloud account to test this?

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