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Messages - shinodan

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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!


Hi Djay,

In the end i didn't need to touch any script, it is an asset script called "Runtime Mesh Batcher" -!/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!

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!

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 :| :(

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?


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 :(

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

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...

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

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

 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)?



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.

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!

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!


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.

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?

Playmaker Help / Re: Playmaker and Photon - Syncing a boolean
« on: September 25, 2017, 06:56:38 AM »
Didn't watch the video but if you wanted to sync a Boolean all I would do is add a photon view to your gameobject, drag your FSM that stores the Bool into the "Observed" Box of the photon view. Then make sure you have marked the bool as "Network Sync" Ignoring the error it might give you about it. (I think it expects the unity networking, but we are using photon)

Then Provided that the game object is created on all clients, the Bool should be the same for every player.

(I think you might also need to add a "Photon Game object Proxy" script to your object)

Playmaker Help / Re: Get Gameobject that sent a RPC call?
« on: September 25, 2017, 06:41:25 AM »
(Edit) - In my experience using playernames for that sort of thing always leads me to a dead end.

Get and Send the photon ID instead as a string in the RPC call then on the receiving end use "Photon find by view ID" Which can get and store the gameobject of that ID. (you have the option to use the ID as a string anyway)



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