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Messages - Lostcity

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1
User Showcase / Re: The Frozen Ruins (iOS) 99.9% Playmaker
« on: August 07, 2017, 06:08:43 PM »
Android version is out.

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User Showcase / Re: The Frozen Ruins (iOS) 99.9% Playmaker
« on: August 03, 2017, 06:22:09 PM »
Hi,
Looks nice, any plans to port to android?

Yep. I'm working on the Android version now. It should be out soon. I'll add the Android link to the original post as soon as it goes live.

3
User Showcase / The Frozen Ruins (iOS) 99.9% Playmaker
« on: August 03, 2017, 05:50:29 PM »
I am happy to present my newest release The Frozen Ruins which was made almost exclusively with Playmaker.

Here's the App Store Link: (https://itunes.apple.com/us/app/the-frozen-ruins/id1138141791?ls=1&mt=8)

Here's the Android link: https://play.google.com/store/apps/details?id=com.LostCityGamez.TheFrozenRuins

The Frozen Ruins is a twin stick style shooter that takes place ancient ruins that have mysteriously appeared in a forest. The game features 30 levels that are spread across 6 sectors. The entire game can be played for free without an in-app purchase in sight. Monetization is done through an ad on the Game Over screen which IMO is the least intrusive place.

I hope youguys like it! I also want to express my thanks to the Playmaker developers who have made it possible for me (a person who is primarily a 3D artist) to make games without needing to hire a programmer.

4
Action Requests / Re: New Apple TV / tvOS
« on: October 05, 2015, 07:44:35 PM »
+2!!

Actions for Apple Watch would also be nice.

5
Playmaker Help / Playmaker causing Unity to crash
« on: September 20, 2015, 10:06:31 PM »
I'm using the current version of Playmaker as well as the newest patch of Unity (Unity 5.2 Patch 1) on a Mac with OSX 10.11. My project is fairly new (only about a week old as I'm typing this).

I've been having an issue where Unity becomes unstable whenever the Playmaker editor window is open. When editing an FSM, Unity will randomly crash without warning. These crashes usually occur when adding new actions or editing an existing action. The timing of the crashes is also very random. Sometimes I can use Playmaker for up to an hour without issue while other times, I can barely get through 5 minutes. When the Playmaker editor is not open, Unity runs very stable.

I've been using Playmaker for over a year now and I have developed 3 games with it without experiencing any issues like this. The only thing I can think of is that this may be an issue within Unity 5 that is causing interference. 

Any help and suggestions are greatly appreciated. As you can probably imagine, this issue is quite annoying and it is making development very difficult. 

6
After 7 loooong months of development, I have finally finished my 2nd Unity game. Alone in the Wasteland is available for free on Android and iOS. Around 90-95% of this game was made entirely with Playmaker. I am looking forward to seeing how far Playmaker will take me on my next project.

iOS Link: (http://toucharcade.com/link/https://itunes.apple.com/us/app/alone-in-the-wasteland/id972476383?ls=1&mt=8)

Android Link: (https://play.google.com/store/apps/details?id=com.LostCityGamez.AloneintheWasteland)

Trailer: https://youtu.be/KvnlbA9qfjc

Alone in the Wasteland takes place in a futuristic world that has been ruined by global warming. The air has turned toxic, the temperatures are unbearable and the rain has become acidic. The surface is no longer able to support life so all of humanity has been forced to move underground. These underground cities use a special bio-fuel which runs a cooling system and filters the air.

A distress call has been sent from a neighboring city calling for more fuel. If they completely run out, there will be no survivors. You have been selected to rise to the surface, search for fuel and bring it to the city before its too late.

Gameplay:

Alone in the Wasteland features 45 unique levels. Some levels are pretty linear, while other levels are more open. Each level has the same 2 goals:
1. Search the environment to find the 2 fuel cans

2. Survive long enough to find the exit

That by itself would be too easy (and a little boring) but luckily there are more layers to the gameplay:

Sense the air is toxic, the main character has a special breathing filter with limited oxygen. As you explore the levels, your oxygen will decrease. There are a limited amount of oxygen cans scattered around each level. Some levels require backtracking, so as a player, you will have to decide weather to pick up the oxygen cans right away or save them.

The hot temperatures, lack of oxygen and loneliness cause the main character to have frequent hallucinations. Simply put, the enemies you fight only exist in your mind. However, the sensation of pain is created in the mind so these hallucinations can hurt you (this is why you can feel pain in your dreams).

To fight these enemies you can use a "mental blast" which shoots in whatever direction your character is facing. However, using this attack will use some of your oxygen.

Some levels have locked doors or hazards (like hot steam). These must be deactivated by finding a special item (key) or controls. This is when saving oxygen tanks comes in handy sense you will most likely need to backtrack to enter areas that were previously blocked.

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Playmaker Help / Weird physics when changing time scale
« on: February 18, 2015, 06:27:35 PM »
I'm pretty much done with my current project but I have one annoying bug that I can't solve. All of my enemies have a rigid body attached and they follow my player using the "Move Towards" and "Smooth Look At" actions. For the most part everything works fantastic... that is until I pause the game.

To pause the game I use the "Scale Time" action to scale the time to 0. To un-pause the game, I use the same action to scale the time back to 1.

Unfortunately, when I un-pause the game, my enemies will sometimes shoot off in a random direction (ignoring the level collisions). Changing the rigid bodies to kinematic and using interpolation had no effect. I also tried adding an FSM to all of my enemies that sets their velocity to 0 on every axis, every frame. Surprisingly, this did fix the enemies from shooting off when the time scale changed but it prevents them from having gravity (which is required for some levels).

Is there any way to make my rigid bodies not shoot off when I pause the game? Am I doing something wrong? Any help is appreciated.

8
Playmaker Help / Re: Weird issue with Set Property and Jump
« on: November 05, 2014, 07:01:13 PM »
Sorry mis read slightly,
Have you tried changing the force scale as the gravity may be keeping the character down?

I'll have to check it out as soon as I can get to my computer. It's just very odd that the jump FSM works almost perfectly in my scene that just has my character, GUI, and a cube (serving as a floor), but when I copy everything to one of my finished levels, the character will no longer leave the ground.

9
Playmaker Help / Re: Weird issue with Set Property and Jump
« on: November 05, 2014, 05:03:05 PM »
Have you tried setting a force to the object when you press Jump. This will still play the animation but will force the character up in the air.
Make sure h has a rigid body so gravity takes effect and he comes back down.

Cheers

Rob

My character is using a character controller. Using rigid body physics would make things much easier but I was under the impression that you should never have a character controller and a rigid body attached to the same object.

Is that not true? My game will be made for mobile platforms so performance is a big factor.

10
Playmaker Help / Weird issue with Set Property and Jump
« on: November 04, 2014, 09:45:07 PM »
I have had issues getting my character controller to jump with an FSM over the past few weeks. Today, just out of curiosity, I created a new scene, copied my character and created a new jump FSM. To my surprise, the Set Property-InputJump worked and the FSM was correctly making my character jump.

edit: After digging further the Set Property is working correctly and seems to be setting the Input Jump bool value like it should. However, my character will not leave the ground. If I use the Space bar, my character will jump as it should but if I use an FSM to trigger the jump, it won't work correctly (jump animation plays but the character stays on the ground).

Please help.



11
Playmaker Help / Character Controller Jump issue with touch controls
« on: October 29, 2014, 08:01:45 PM »
I am pretty far along in making my new 3rd person adventure game for iOS / Android. However, I am having a horrible time trying to use touch controls to make my character jump. The character controller jumps perfectly when using the space bar, but when I try using touch controls to trigger the "input jump" bool using a set property action, my character will not leave the ground.

As a work around, I've currently been using a Transform Translate action on the Y axis to jump but this introduces some weird glitches with the physics (the jump is very floaty and falls very fast).

Currently, my character has the character controller, character motor script and platform controller attached. I am using the Touch Script plug-in (with the Playmaker actions) for my touch controls.

My jump FSM looks like this:

1. Touching the jump icon on the screen sends the "Jump" event

2. The jump event uses a Set Property action to activate the "InputJump" bool from the character motor script.

3. Loops back to step 1.

Any help is appreciated.

12
I was able to solve this issue. For any beginners out there, just so you know, the GUI Touch Event action can be used for Multi touch as long as you use the finger ID option. However, one touch will always take priority over another. So in my case, my Dpad and jump button worked great together, but my Dpad had priority (lower finger ID value). So I couldn't use my jump button by itself. It relied on the Dpad being pressed in order to function.

To fix this issue, I downloaded Touch Script, a free open source plugin off of the asset store which has Playmaker actions built in. Touch Script works great for Multi touch and with a little adjustments, I was able to convert all of my buttons to work with their playmaker actions. 

Long story short: if you need good multi touch, download the Touch Script plugin from the asset store.

13
Playmaker Help / Re: pooled objects and add force
« on: July 24, 2014, 09:53:53 PM »
Your not alone on this one. I had the same issue with my FPS game shooting bullets. The first bullet (or how ever many I set to pre-load) would work exactly as expected. However, the recycled bullets would shoot off in random directions with varying speed.

I struggled with the issue for a while and ended up just moving on. Luckily the pool manager did work with my enemies and pick-up objects which helped a lot with performance. I needed to finish the game, so i just set the bullets back to their original create and destroy actions. Sense the bullets were the only thing in the game using create and destroy, there wasn't much garbage data and the performance hit wan't bad at all. However, I still wish I could set the bullets to pool.

14
I'm creating a 2.5D side scroller for mobile hardware. I have a D-Pad GUI texture set up which has 2 invisible textures behind it that work as the actual touch spots. When one of the sides of the D-Pad gets pressed, I use a Touch GUI Event action which sets the velocity of my rigidbody character and moves him. I also have a jump and attack button on the other side of the screen.

The issue is that I need to be able to press both the D-Pad and Jump button at he same time without interference (or else the game is impossible). I also need to be able to press Jump without pressing any of the D-Pad buttons. Both of my D Pad buttons are are set to store a Finger ID with an INT of 0. My Jump and Attack buttons are set to a finger ID with an INT of 1.

What happens is that (when playing on my Nexus 4) the game will let me run and jump at the same time. However, if I press the jump button by itself, it won't function. The Jump button will only function if I'm also pressing the D-Pad.

I have not previously used more than one Touch GUI Event, so I'm a little lost as to how I can fix this issue. How can make 2 touchable GUI textures that can work both independently and simultaneously? Did I set up my finger IDs wrong?

15
Playmaker Help / Help using touch GUI for axis movement
« on: July 10, 2014, 06:40:15 PM »
I'm now onto making my second mobile game. This time its a side scroller. For starting out, I followed this tutorial : (http://www.youtube.com/watch?v=0shjECpuDI).

Everything works well on PC but I can't figure out how to make my character move on mobile. I have designed a D-Pad GUI texture. I also have 2 invisible GUI textures on either side of the D-pad (this is what the player actually touches to activate left or right movement),

The tutorial uses a horizontal axis input for movement, Unfortunately, there doesn't seem to be an option for this on mobile. Is there any way to connect my GUI texture to horizontal movement using a Touch GUI action?

*Long story short, I'm just trying to figure out what actions to use  in order to make my touch D-Pad function.

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