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Topics - frogwise

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1
Hey guys,

Just trying to think through how I'm going to setup my Angry Birds-like slingshot mechanic, and I could use your help thinking through the FSM logic.

I have a character who's going to cast a fishing line. I want the player to cast the line by clicking on a spot in the water, dragging backwards, and when they let go, the line shoots out a projectile. The projectile flies at a velocity equivalent to the amount that was pulled back.

I'd like to limit the amount of pull-back that can happen. So for example, if a player clicks at the very top of the "lake" that is furthest back, the pullback amount will cap out at a certain distance.

I also need a way to conver the pull back strength into a velocity amount for a physical projectile.

Thanks in advance for your help :)

2
Playmaker Help / Cinemachine Actions for controlling Camera Blends?[SOLVED]
« on: November 08, 2017, 12:24:59 AM »
Maybe I am missing something, but how can I control the blending between different Cinemachine gameplay cameras using Playmaker?

I am using 2 Cinemachine Virtual Cameras - one is used for moving the character around and one is zoomed in for when you go into aiming mode. I am not sure as to how I'm supposed to trigger the blending between the two.

Thanks guys!

3
User Showcase / Rise 'n' Shine
« on: August 07, 2017, 10:09:25 PM »
Hey guys!

So although we released Rise 'n' Shine in April, we are finally sharing it because we've kept updating it to a point where we think it's really solid. Here's the press release! The game was entirely made in Unity and Playmaker between a couple of friends.

Google Play Store Link : https://play.google.com/store/apps/details?id=com.firesidegames.risenshine

Description
Rise 'n' Shine personifies hot air balloons as charming animal characters; and takes the player on an infinite runner styled adventure through the clouds. The gameplay introduces a challenging balance of collecting stars and powerups while optimizing fuel and dodging obstacles. Gameplay switches between calm and stormy skies to add even more variety, and as you fly higher, storms become more frequent and longer, while powerups and fuel become more rare. Stars can be collected throughout the game and used to unlock new balloon characters from a wide selection of cute designs, each with their own personalities. The game is rendered beautifully in a Disney inspired art style, full of rich colors and effects that pop. The animation and physics are fluid and really give the impression of soaring through the clouds. Although the game caters to kids, the game design and visuals may resonate with mature audiences and allure older age brackets.


History

Rise 'n' Shine began as a side project by three senior game developers in the spring of 2015. Back then, there was no sense of Fireside as a studio; just a few friends trying to launch a game on their own. What started as a small side project evolved into something larger over the next few years, eventually becoming a robust intellectual property.

The Team
Fireside was started by a few friends who collectively have over three decades of game industry experience in Art and Production. Although the studio was officially founded in February of 2017, the team had been slowly working out ideas for a game they could call their own about two years prior. Their motivation was twofold; first, having tackled mostly big budget/big team games in their careers, they had the urge to do something of smaller scale. Second, having primarily worked on titles aimed at the male 18-35 year old demographic, they felt motivated to create something wholesome that everyone could enjoy. One thing was certain to remain the same however, and that was their commitment to quality, polish, and good taste.

Tools
Having many years in the game industry, the guys were well versed in the tools and techniques of the trade. It was pretty clear that the backbone of their endeavor would be the Unity 3D engine. However, having very little coding experience amongst them, they needed another way to actually develop the game. This is where Hutong Games' visual scripting tool Playmaker came into their pipeline. Both Unity and Playmaker allowed a few friends to develop a game from start to finish without writing any code.

Trailer
https://www.youtube.com/watch?v=BeXAe1eEqFQ

Screenshots




4
Hey guys I will try to be as clear as possible with this:

I have a UI element that I am animating with an Animator and an Animation.

I would like a float variable to drive the point at which that animation is at.

So basically, the animation doesnt "Play". Its "current time" simple just gets set to the float variable I am feeding it (which is normalized.)

How can I do this?

5
Playmaker Help / "Restart Level" not respecting FSM's with "Wait"?
« on: May 12, 2015, 05:58:29 PM »
I have a weird issue where I have an FSM that has a "Wait" action on it before moving onto another action. On game start, this works well, but if I hit my restart level button, that wait is ignored. Why is this happening?

6
Playmaker Help / Most effective way to manage 100+ objects?
« on: May 12, 2015, 05:06:48 PM »
Hi guys,

Let's say I have these super simple objects that will glow brighter based on how close (distance) the player gets to them. Let's say I plan on having 100+ of these objects per level on mobile. I am not spawning them at runtime - they are placed as part of the level.

What is the most efficient way of creating the FSM's for this behavior? Right now, I have the object as a prefab and on that prefab I have an FSM that checks the distance to the player and changes the glow amount based on that. Now, if I make 100 of these prefabs in the screen, will it become problematic that everyone of them is "listening" for that info and reacting accordingly?

Or is it a better workflow to create a manager that somehow manages all these objects from one FSM?

Again, this is a mobile game, so I am looking for the most cost effective solution to this...

Thanks in advance.

7
Hey all,

I've been struggling with this one for a little bit now.

My game looks like the image below. The player moves from left to right based on just hitting the space bar (direction is inversed) while traveling downwards at a constant speed. All I'd like to do is have him "face" the direction of movement. I've tried Smooth Look at Direction, and Rotate, but the problem I seem to be having is I cant get the proper rotation axis to work.

To complicate it further, as you can see from the right panel in the image, my character is on a slight angle so that he can be seen better from the camera. So what I'd need to do, is to rotate and face him around his LOCAL axis only.

I've seen all kinds of wonky facing directions so far, but can't seem to nail this intended behavior.

Thanks in advance!

8
Hey everyone,

I have a stationary object, and a moving player. I am checking the distance between player and object every frame. The object is black.

What I would like to do is have the object change to white based on how close the player gets to it. So, for example, the minimum distance for the object to start transitioning from black to white is 20, and a distance of 3 sets the color to 100% white. Once the distance is that close, the object stays white forever.

Any elegant solutions for this? Thanks so much in advance. :)

9
Hey all! First post here.

So what I'd like to do is have a "flower" bloom when my player is near it. This is easy enough by setting a larger trigger and listening for a trigger event. However, with a "field" of flowers, what I'd like to happen is that if you trigger a flower's bloom at the edge of the field, the flowers surrounding that one will bloom, then the ones surrounding those will bloom etc, creating a chain reaction.

I am trying to come up with some playmaker logic but cant seem to get it to work. Any ideas?

Thanks so much in advance.

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