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Messages - drswoboda

Pages: [1] 2
1
Windows Phone 8 Help / Re: iOS tutorials running on WP8
« on: June 03, 2014, 08:09:26 AM »
Hi Jean,

I was testing the DEVICE ORIENTATION EVENT based on the code from the download package for the iOS tutorials. (http://hutonggames.com/tutorials_ios_fundamentals.php)

As I stated above, several of the orientations are not firing events on my Lumia 1020 running either WP8 or WP8.1 beta.

-David

2
Windows Phone 8 Help / Re: Install issues with WP8 addon [SOLVED]
« on: May 31, 2014, 02:16:21 PM »
Thanks Jean,

As I mention in another thread, I am having issues with DEVICE ORIENTATION EVENT and  DEVICE_SHAKE_EVENT. (Discussed in thread about iOS tutors)

The Orientation issue is a deal breaker for one of my projects. I'd sure like to know if those events are broken or if I am doing something wrong.

-David

3
Windows Phone 8 Help / Re: Unity 4.3.3/4 Windows Phone 8 Bug
« on: May 31, 2014, 02:11:20 PM »
So v4.5 released this week. Are there any other know issues with the new version of Unity and Playmaker, or can we consider moving to Unity 4.5 to get the fixes for WP8?

-David

4
Windows Phone 8 Help / Re: iOS tutorials running on WP8
« on: May 25, 2014, 06:20:49 PM »
So I have continued to work thru the iOS tutorial scenes today.

Tutorials #7, #8 & #9 involving touch are all working, with one caveat. The sample file that I downloaded from the website had lost many of the variable settings in the FSM's. I had to fixed the samples to get them to work.

I have run into issues with #10 - Swipe Gestures.

The samples don't work on my device. The Swipe Gestures Event works, but the calls to the iTween Rotate Add Event are not working.

The first time you swipe it works, but the event does not finish and never returns to the Idle State. Is iTween broken on WP8?

I tested the Swipe event by itself with debug text and it works fine. I have tried all the possible return options in the iTween Event with no luck. I see a few posts about iTween issues, should I avoid these actions?

Any ideas on this?
-Thanks

5
Windows Phone 8 Help / Re: iOS tutorials running on WP8
« on: May 25, 2014, 07:04:03 AM »
Hello Fratno,

I am back to working this project, and so far I am not having much luck using the iOS tutorials with WP8.1.

I was hoping for some feedback from the devs in this forum, but it has mostly fallen on deaf ears so far.

Any devs want to chime in on the issues being discussed here?
-Thanks

6
Playmaker Help / Re: Fade to Black Then Load Level. Problems.
« on: April 10, 2014, 10:01:39 AM »
Hello LampRabbit,

Without the send event action the Load Level event never fires. That was what started me down this road. I've tried FINISH and other approaches, but nothing works as expected.

I'm beginning to wonder if the Load Level action is 'different' in some way...

I'll look into the Camera Fade, but I had heard that was not the best way to do a scene fade. I probably was reading bad advice. I give it a try.

-David

7
Playmaker Help / Fade to Black Then Load Level. Problems.
« on: April 09, 2014, 07:44:03 PM »
I am trying to Fade a scene to Black, then load a new level. It's not working.

The Load Level action wants to execute immediately, messing up the fade. I've tried a few things to delay or pause that action, but I'm just not getting it right.

In the example in the picture, the fade is skipped as the Load Level goes off before its done. If I add a delay, if it is not exactly timed, then the last scene WITHOUT the black texture  flashes on the screen or the fade is clipped.

How do I control the timing on this?

Thanks,
-David

8
Thank you for taking the time to document this. It's very helpful.
-David

9
Hi Peter,

A few screen shots of wiring would be great. I was referring to the splitting out into multiple FSMs for keyboard and touch.

One issue that I am still wrapping my head around is how to get a good view of the whole picture of a setup. With all these separate FSMs controlling the actions, it can be difficult to see the BIG picture of all the interconnections. That is one area that scripting has the advantage, it's easier, I think, to see how it all connects together.

That said, Playmaker is a fantastic system and well worth the cost.
-David


10
Windows Phone 8 Help / iOS tutorials running on WP8
« on: April 05, 2014, 03:33:32 PM »
A few months back, before I bought Playmaker, I watched many of the tutorials. Now that I have Playmaker, I'm going back to those videos to learn the system.

Since there are no WP8 specific tutors, I am currently working on the iOS tutors and investigating the DEVICE actions.

I'm finding a lot of issues. I would expect that the WP8 support would allow all those actions to work. I assume that the DEVICE actions are Global to all the Mobile platforms (iOS, Android, Blackberry and WP8)?

In the the DEVICE ORIENTATION EVENT I cannot get my Nokia Lumia 1020 to react to Portrait_Upside_Down, Face_up or Face_down. ( and I never could trigger an Unknown, which is probably a good thing.)

With the DEVICE_SHAKE_EVENT, it fires once, on the first shake, then never fires again. You have to restart to get a shake event to trigger.

As I am hoping to publish to iOS, WP8 and Android, I'll need to be able to handle all three platforms.

Am I doing something wrong? Do the iOS tutorials need to be "fixed" to work with WP8? Or is this stuff broken in WP8?

I will continue to report as I work through the rest of the DEVICE actions. I am curious to see what may happen if I try to use Get iPhone Settings on WP8. It should be fun. :)

Thanks for listening.
-David

11
I'd love to see an example of this as I will need to do the same thing shortly.

Would it be possible to document your setup to help us new comers to Playmaker.

Thank you,
-David

12
Hello,

This probably isn't a Playmaker issue, but a WP8 issue, but I figured I'd ask the wise souls here first and see what kind of answers I get.

I am using code based on Unity Training video from last month to save some user settings. But it appears that the WP8 Framework is missing some bits. See error and my code.

Does anyone here have a work around for this?

I just got my High Score persistent settings working only to find out it chokes on a WP8 build. It works well on the desktop...

Thanks,
-David

Code: [Select]
Error building Player: Exception: Error: type `System.Runtime.Serialization.Formatters.Binary.BinaryFormatter` doesn't exist in target framework. It is referenced from Assembly-CSharp.dll at System.Void GameControl::Save().

Code: [Select]
// Based on code from...
//
// Live Training 3 Mar 2014 - Data Persistence
// Published on Mar 4, 2014
// Watch this video in context on Unity's learning pages here: https://www.youtube.com/watch?v=J6FfcJpbPXE
//
//Do you want to know how to keep your data between scenes? How about between executions of your game? During this session we will learn how to do both.
//
//
using UnityEngine;
using System.Collections;
using System;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;

public class GameControl : MonoBehaviour
{
// Singleton design pattern
//
public static GameControl control;

public float score;
public float highScore;

public GUISkin customScoreSkin;
public GUISkin customHighScoreSkin;

// Before everthing else
void Awake ()
{
if (control == null)
{
DontDestroyOnLoad (gameObject);
control = this;
}
else if(control != this)
{
Destroy(gameObject);
}

// Reload the saved game scores
GameControl.control.Load();
// Zero out the game score
GameControl.control.score = 0;
}
void OnGUI()
{
GUI.skin = customScoreSkin;
GUI.Label(new Rect(350, 0, 200, 50), "SCORE " + score);

GUI.skin = customHighScoreSkin;
GUI.Label(new Rect(350, 40, 150, 30), "High Score: " + highScore);

}

public void Save()
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Create(Application.persistentDataPath + "/playerInfo.dat");

PlayerData data = new PlayerData();
data.score = score;
data.highScore = highScore;

bf.Serialize(file, data);
file.Close();
}

public void Load()
{
if(File.Exists(Application.persistentDataPath + "/playerInfo.dat"))
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open);
PlayerData data = (PlayerData)bf.Deserialize(file);
file.Close();

score = data.score;
highScore = data.highScore;
}
}

}

[Serializable]
class PlayerData
{
public float score;
public float highScore;
}

13
Playmaker Help / Re: Help with "Invoke Method"
« on: April 04, 2014, 05:43:02 AM »
Thanks Jean,

That did the trick, it works like a champ. I am very happy that I finally got this all working as this appears to be a fantastic product.

-David

14
Playmaker Help / Help with "Invoke Method"[SOLVED]
« on: April 03, 2014, 11:07:00 PM »
I'm trying to convert some scripts to Playmaker, but I'm still very green with the system.

I have the following script on on an empty gameObject called "Scripts."
Code: [Select]
using UnityEngine;

public class Generate : MonoBehaviour
{
public GameObject rocks;

// Use this for initialization
void Start()
{
InvokeRepeating("CreateObstacle", 1f, 1.5f);
}

void CreateObstacle()
{
Instantiate(rocks);
}
}

It instantiates a prefab for a side scrolling screen full of objects.

I have looked at the "Invoke Method" Action and played with some values, but I'm not getting it setup correctly.

Can someone give me a chair at the grown-ups table and point me in the right direction on how to convert this to Playmaker?

See attachment for my attempted setup, which give me this message:
Code: [Select]
Trying to Invoke method: Generate.CreateObstacle() couldn't be called.

Thanks,
-David
 

15
Windows Phone 8 Help / Status Update: SUCCESS!
« on: April 03, 2014, 10:12:38 AM »
I just spent the past couple hours reinstalling Playmaker a half dozen times, and I'm happy to report that it is finally WORKING!

I have at least 6 saved projects that are BORKED, but the sun came out and eased my pain, and the last install actually works.

I did two things different with this last install. I have no idea if they made the difference or not, I'm too happy to care right now.

In the previous installs I had used the Unity Store to do the installs, using my user download area and the import button. This last time I imported the base Playmaker at the time I created the project using the list of available packages at creation time. Then I imported the WP8 Addon from the menu option.

Secondly, I had been deleting the Networking Assets directory. This time I also deleted the Playmaker Network Actions.

I rebuilt the simple FSM and published and it worked. Yikes, what a roller coaster ride.

So I dropped back to Unity v4.3.2, and it is my understanding that I need to stay at this version until Unity makes some fixes, correct?

Also, I still see the warning about mouse events, which is annoying, but not a problem, correct?

And finally, the Action>Device>iPhone Settings is by design, correct?

The first thing I have done now is to export a WORKING package of the Playmaker Install. I will use this package to start new WP8 projects.

Thank you,
-David

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