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Topics - playsteven

Pages: [1] 2
1
Playmaker Help / Check for sprite value of none [SOLVED]
« on: November 14, 2017, 04:53:01 AM »
Hi,

I've got a sprite in my action and I want to check if the inputed value is none. I've tried null but that doesn't seem to work.

Currently I'm using a bool value to see if I need to change the sprite, but if I can check if the sprite is none then I don't need the bool (just tidying code a little).

Code: [Select]
public FsmBool SecondImage;
[ObjectType(typeof(UnityEngine.Sprite))]
public FsmObject SecondImageSprite;

Thanks,
Steven

2
Playmaker Help / Have FSM present in all scenes[SOLVED]
« on: November 08, 2017, 02:19:59 AM »
Hi,

I want to have a couple of FSMs which will be present in all my scenes to deal with ads and billing, etc.

What's the easiest way to do this?

Would I put an object in the first scene (which is little more than a loading screen) and mark it as do not destroy?

If I did that, how would I access/reference the FSM from FSMs in other scenes?

Thanks,
Steven

3
Hey there,

I've just launched my second game (self published this time) which is Trivia Guy, a comedy quiz game.

Made with Playmaker, of course  8)

It's free on iOS at https://itunes.apple.com/us/app/trivia-guy/id1220889266?ls=1&mt=8

The trailer's at https://youtu.be/UFu_RqrWA4Y

If you want to see the Press Kit then you'll find it at http://triviaguygame.com/presskit.html

I'm launching on Android next month (August) and looking for beta testers to ensure a smooth release on devices. If you are interested could you drop me a note: steven [at] groovywoovy.com

Thank you!

Steven
Please follow me at https://twitter.com/groovy_woovy

4
Playmaker Help / Downgrade Unity version
« on: March 13, 2017, 07:41:55 AM »
I have a Playmaker project in Unity 5.5 and I'm wondering the easiest way to downgrade to Unity 5.3 or 5.4 - so I can test the possibility of a crash on a certain device.

I tried to open the project in an older version of Unity, but saw many Playmaker errors (which makes sense as Playmaker was installed for 5.5).

Thanks.

5
Playmaker Help / Find Missing and Inactive Actions
« on: September 26, 2016, 06:08:37 AM »
Hey folks,

Is there a quick way to find missing actions that I have unticked and made inactive (to be lazy and save time when I replaced a plug-in)?

Cheers,
Steven

6
Playmaker Help / Going from FsmVar to FsmString
« on: July 30, 2016, 06:08:06 AM »
Hey,

I've got an array and I want to get a string value from it. What's the easiest way?

I can get the array value in to a variable, but can't work out how to convert the var to a string.

So, I've got ...

Code: [Select]
[RequiredField]
[UIHint(UIHint.Variable)]
public FsmArray achievementAwardsScreenTextArray;

        [Tooltip("The award number.")]
        public FsmInt awardNumber;

        [UIHint(UIHint.Variable)]
        private FsmVar storeValue;

[UIHint(UIHint.Variable)]
        private FsmString theString;

public override void OnEnter()
{

storeValue.SetValue (achievementAwardsScreenTextArray.Get(awardNumber.Value));


... and I need to get storeValue (which should hold a string by that point?) to theString so I can use it to set some text.

How would I do this?

Thanks in advance,
Steven

7
Action Requests / Split text file for Playmaker arrays
« on: June 22, 2016, 03:46:47 AM »
Hey there,

Is there any chance we could have an action to split a text file to the built in Playmaker arrays?

I use the ArrayMaker version, and they are ultra handy, but I am loving the way arrays work in Playmaker now  :D

Thank you,
Steven

8
Playmaker Help / An issue with a new line "\n" in string[SOLVED]
« on: June 14, 2016, 06:43:14 AM »
Hey there,

I've created a simple action to pass a string for new text to TextMesh Pro, and I'm having issues with "\n" in the string:

say the string is "hello\nthere"

Code: [Select]
textmeshPro.text = stringToUse.Value;

displays:

hello\nthere

but if I change the action

Code: [Select]
textmeshPro.text = "hello\nthere";


displays:

hello
there

I've also tried

Code: [Select]
string messageToTry = stringToUse.Value;
textmeshPro.text = messageToTry;

displays:

hello\nthere

Why the difference when the string contents are exactly the same?

Thanks,
Steven

9
Playmaker Help / Listening and waiting for multiple events
« on: April 06, 2016, 02:59:51 AM »
Hey there,

I'm having problems with my Restore IAP button, as the Finished Checking event usually fires before all the events which check if the IAP have been purchased. I need to wait for a few seconds before the action finishes.

Say the following type of code ...

Code: [Select]
{
store.purchaseditems += purchaseditems;
store.finishedchecking += finishedchecking;
store.checkpurchases();
}

void purchaseditems ( item )
{
  if ( item == correctitem)
   {
   Fsm.Event (successEvent);
   Finish();
   }
}

void finishedchecking ()
{
   Fsm.Event (failEvent);
   Finish();
}

If I add a wait for 3-4 seconds line before the failEvent in finishedchecking() would purchaseditems() still fire away for each item to check, or would the whole routine pause?

Would I need to put an extra Finish() at the end of purchaseditems (for items which don't make the IF statement TRUE) to allow this to fire again or would that quit the whole action?

This is a rather big issue for me, so I'd be grateful for any advice  :)


10
Playmaker Help / String to upper case characters
« on: April 04, 2016, 08:09:17 AM »
Hey there,

I don't think my brain is working today so is there a way to convert a string to upper case characters?

I feel I should know the answer to this :o

Thanks,
Steven

11
Playmaker Help / Is there a way to skip an action?
« on: March 18, 2016, 02:25:33 AM »
Hey,

Is there any way you can skip an action? For instance:

1 Action
2 Skip to action 4 if such and such
3 Action to be skipped
4 We're here

Thanks,
Steven

12
Pre-release Discussion / Any forseeable issues with Unity 5.4?
« on: March 02, 2016, 01:54:18 AM »
Hey,

With Unity 5.4 on the horizon, I wonder if there will be any issues on release with PlayMaker.

I know Unity moved some stuff around in either 5.2 or 5.3 (I can't remember which one) but does anybody think they'll do the same again and mess things up?

Thanks,
Steven

13
Playmaker Bug Reporting / [SOLVED] v1.8.0 (beta 40) Running Slowly
« on: January 26, 2016, 01:59:41 PM »
Hi,

I've recently updated and Playmaker is running a little on the slow side now. I've tried various Unity versions, 5.3 and 5.2, on Mac and PC but the problem exists on all systems as described as below.

When I click on any State to move its position, there's a delay of 3-4 seconds before it moves (with a spinning wheel on the Mac). Once moved, there's another delay.

This only happens when there are maybe 200 states in an FSM, on other FSMs where there are 20 states it runs as expected. Am I overstretching it?

There's no errors displaying, and I wondered if there have been any reports of this behaviour or where I can delve a little deeper to investigate.

Thanks in advance,
Steven

14
Playmaker Help / Finding the path to a texture
« on: October 16, 2015, 02:37:36 AM »
Hi,

I'm currently writing some actions for Prime31 android plug-ins.

A roadblock has been hit. I'm attempting to pass a texture to post on Twitter (Social Networking plug-in).

This is the code from Prime31 which tweets a screengrab ...

Code: [Select]
public static string screenshotFilename = "someScreenshot.png";
Application.CaptureScreenshot( screenshotFilename );
var pathToImage = Application.persistentDataPath + "/" + screenshotFilename;
var bytes = System.IO.File.ReadAllBytes( pathToImage );
TwitterAndroid.postStatusUpdate( "This is going on twitter", bytes );

Any ideas on how I can adapt this for my Playmaker action, so I can use an FsmTexture in place of the screenshot used above?

Do I need to get the path to the FsmTexture to allow me to post the image? I played around with AssetDatabase.GetAssetPath() but, honestly, I didn't have a clue what I was doing  :o

Thanks,
Steven

15
User Showcase / Mister Smith & His Adventures
« on: September 03, 2015, 02:34:09 AM »


Hello, I'm Steven McDade and my comedy "choose your own adventure" game, Mister Smith & His Adventures, is out now on iOS devices. It was written 100% in Playmaker. What's more, I don't even know how to code, so I hope it proves what can be done by a non-programmer.

> App Store Link for Mister Smith

> My Website

This is how Mister Smith & His Adventures came about ...

I was writing TV sitcoms, and although I got a few meetings with UK TV producers (and came very close to getting a radio commission) I haven't made the breakthrough yet. I wanted to get my comedy out there, so I decided to write a game.

There was only the slightest of problems and that was I don't know how to code so I Googled a lot as I wrote the script, coded, did the graphics and, well, you get the picture.

I'm a one man writing team (in my bedroom) who decided to use Unity and Playmaker to make my game. If I can make a game (and get a publisher) then I really think that anybody can!

Any questions, please ask :)







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