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Messages - JonathanBurroughs

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1
Pre-release Discussion / Re: Getting access to 1.8 for U5 beta?
« on: July 30, 2015, 12:53:31 AM »
Thanks, Jean. I've sent a message, containing the information you describe, through to the email address on the company about page.

2
Pre-release Discussion / Re: Getting access to 1.8 for U5 beta?
« on: July 28, 2015, 09:31:58 AM »
Hello chaps,

Sorry to be a nuisance. I realise you must be swamped with both requests for the beta and the beta development itself.

I dropped an email to the contract address and PM'd Alex. If there's a possibility to take part in the 1.8 beta I'd really welcome the opportunity. It'd be very useful for my team to prepare our workflows for the new release.

Many thanks for any assistance you can provide.

All the best!

3
Work In Progress... / Re: MARA - 2.5d platformer - WIP
« on: October 11, 2014, 08:35:20 AM »
Hey, intrikit. I think this game looks stunning. The artwork is truly beautiful. And I love the characters and the world.

However, if you can find about 1.5 hours free to watch 2 videos I think it would be *immeasurably* helpful to you.

Juice It or Lose It:
http://www.gdcvault.com/play/1016487/Juice-It-or-Lose

Jan Willem Nijman - Vlambeer - "The art of screenshake"
https://www.youtube.com/watch?v=AJdEqssNZ-U

Particularly Jan's talk, which specifically deals with a 2D platformer.

There are a couple of really simple to implement techniques you could use to immediately give your game better "gamefeel".

Specifically some lerp on the camera, so that it tracks ahead of the player movement and "catches up" with the player when they're stationary. And some minor changes to the character animation, such as a land-from-fall reaction, which would give movement so much more weight and heft. These are minor additions, and not necessarily immediately intuitive ones, but they add so much to an experience.

Just my two cents anyway!

4
Playmaker Help / Re: Expected top level layout group missing!
« on: September 19, 2014, 12:33:31 PM »
Heh. Too late. I've gone and ported all my UI over to it today. Daikon Forge was made open source a few weeks ago:

http://www.daikonforge.com/forums/threads/dfgui-open-source.2248/page-2#post-10816

5
Playmaker Help / Re: Expected top level layout group missing!
« on: September 19, 2014, 10:16:30 AM »
That's reassuring to know, jess84. And it's useful to know Daikon Forge is a performance-hog. We're only targeting PC and Mac for now, so fingers crossed we'll be okay.

6
Playmaker Help / Re: Expected top level layout group missing!
« on: September 19, 2014, 09:31:08 AM »
Heh. Thanks! Rather than debug it I've spent the day porting the GUI to Daikon Forge. I can't say I'm regretting it. DF is infinitely more powerful than Unity's UI. I'm glad it forced me to make the switch.

7
Playmaker Help / Re: Daikon Forge - Where are the updated Actions?
« on: September 19, 2014, 04:16:12 AM »
Hello Jean,

http://www.daikonforge.com/forums/threads/dfgui-open-source.2248/page-2#post-10816

Now that Daikon Forge has gone open source do you know if the plan is to do the same with the PlayMaker actions? Currently they can only be downloaded by those with a registered Daikon Forge license, which are no longer available for purchase.

8
Playmaker Help / Re: Expected top level layout group missing!
« on: September 19, 2014, 03:35:09 AM »
I haven't called any GUILayout actions as far as I can tell.

I do use a GUI Skin to define the appearance of my GUI elements though.

9
Playmaker Help / Re: Expected top level layout group missing!
« on: September 19, 2014, 02:35:29 AM »
Hmm. So far I've only been using GUI Button, GUI Label and Draw Texture. I hadn't set up any GUI Layouts. But maybe that is itself the problem?

10
Playmaker Help / Re: Expected top level layout group missing!
« on: September 19, 2014, 02:12:26 AM »
What is a missing End Area, 600?

11
Playmaker Help / Expected top level layout group missing!
« on: September 18, 2014, 06:17:23 PM »
Hey y'all,

I'm getting the following error appearing in my Console every frame:

Quote
Expected top level layout group missing! Too many GUILayout.EndScrollView/EndVertical/EndHorizontal?
UnityEditor.DockArea:OnGUI()

Any idea what might be causing this? My interpretation is that I'm drawing too many GUI elements, but I can't tell how this would be.

12
Playmaker Help / Re: Camera Fade, Draw Fullscreen Color and GUI sorting
« on: September 05, 2014, 06:12:36 AM »
Ah, I've just seen this:

http://hutonggames.com/playmakerforum/index.php?topic=4260.0

Does "lack of content ordering" mean that Unity UI won't be able to achieve what I've described?

13
Playmaker Help / Camera Fade, Draw Fullscreen Color and GUI sorting
« on: September 05, 2014, 06:09:55 AM »
Hey all,

I've started to implement a basic GUI in my game using Unity's own GUI system, with PlayMaker handling the logic.

The first stumbling block I've encountered is that I've been using Camera Fade and Draw Fullscreen Color for masking some gameplay transitions. Both of these effects render over the top of my GUI, meaning that if, for example, you open the pause menu when the scene is faded down then the pause menu is obscured.

A workaround for now is to disallow pausing during these transitions, but this feels poor from a usability perspective.

Does anybody have any advice on the best way to proceed?

Right now I'm investigating making my own fade up / fade down system and figuring out how to control the render priority of GUI layers.

14
Playmaker Help / Re: Joypad input for controlling GUI
« on: September 05, 2014, 05:18:31 AM »
Ah, you're using NGUI. I really need to get this.

15
Playmaker Help / Re: Joypad input for controlling GUI
« on: September 04, 2014, 11:17:16 AM »
Heh. Thanks, blackant. Sorry, I think I should have been more specific in my original message.

I've got my inputs all set up just fine. It's the appropriate actions for changing my button states using controller input that I'm having trouble with.

By default GUI Buttons behave as expected when mouse'd over. However there's no equivalent default for joypad input. So I'm having to set up my own joypad GUI controller. I'm just not quite sure what the best approach is.

I can't find any PlayMaker actions for changing the Property of a GUI Element based on the Styles defined in the GUISkin.

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