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Topics - DARK_ETERNAL

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General Discussion / Nitro Chimp is out and live!
« on: December 06, 2012, 07:10:08 AM »
Hello there!

I'd like to have you guys look at this game, made by C2 Game Studio, in Colombia. Hope you like it and spread the word! If you happen to download it, please remember to rate it and leave some comments. This is specially important for us.

Get ready to roll!

http://www.youtube.com/watch?v=yxfkGy4N-lQ

https://itunes.apple.com/app/nitro-chimp/id557150450?l=en&mt=8

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Playmaker Help / [SOLVED] Translate error
« on: December 05, 2012, 02:20:44 PM »
Greetings.

I'm getting this error when my state enters to do the Translate action. Nothing changed since yesterday. The error says something about the geometry, but I've not changed it. Any pointers?

Thanks in advance.

3
Playmaker Help / Send Event not working.
« on: November 28, 2012, 07:14:47 AM »
Greetings.

I'm trying to make an FSM send an event to another one, to control when to transit to another state. I need some operations done before this transition, so the best thing I can think to achieve it is to control it using events. This used to work for me in other projects, but here... :/

This is the issue: I have a Player FSM and a equipment list FSM. The player is initialized with its stats, and the equipment list will modify them depending on the pieces it has. The player sends the event 'InitEquipStatsEv' so the equipment FSM can start to work. After retrieving the params, the equipment machine sends the event 'AddStatsFromEqpEv' so the player knows that, for the umpteenth piece of equipment, the stats add have been retrieved and they can be applied. After doing so, the player sends the 'ContinueListProcessEv' so the list can repeat the process to the next piece, if any. That's the dude I want to catch. I get the transition to the 'SendSignalToList' state, which sends the event to the list FSM, but that FSM does not transit upon receiving the event. I made sure the list FSM is already in the state that transits with that event, but, for some reason, that transition isn't made.

Anything I'm skipping?

Thanks in advance.

[Update - Nov 28]
Solved the thing delaying the event sending to 0.5segs (gonna try with less time). However, this should work with no delay, I guess, since I'm ensuring the states are the right ones to perform the transitions. Although I solved my issue, I'd like to have some feedback from my inital work, so I won't mark this as solved yet.

4
Playmaker Help / [SOLVED] ArrayMaker: ArrayList with custom type objects
« on: November 27, 2012, 09:41:34 AM »
Greetings.

This might be a question for Jean Fabre specifically, but anyone who might give me an approach is welcomed.

I'm doing a basic prototype for a battle between players with their own stats, and such. You know what I mean.

Each player has an equipment set, and each piece of equipment is defined in a custom type object. ArrayMaker sounds like the best tool to manage that list of equipment pieces, and any others that might merge, but my question is: How can I manage custom type? I can set the objects as default Object type, but I might need to retrieve the component and cast to my custom type, etc... While I do something alike, has ArrayMaker any other way (hopefully shorter and easier) to manage such kind of objects?

[Update - Nov 27]
I got it working as I suspected. Just adding or getting an "Object" element from the list, storing it in a variable and casting the component with "Get Component" action, then it's possible to me to manage its properties as I need. Marking as solved, although I'd like to read Fabre's (or anyone else's) suggestion, if any different.

5
Playmaker Help / [SOLVED]Control component actions?
« on: November 21, 2012, 07:04:07 AM »
Greetings.

I was wondering... Playmaker has default actions to get a component and such stuff, but... Does it have any other to, let's say, turn on/off a component? I guess I'd have to write a custom action for custom components,  but as for primitive components, is there any action?

Thanks in advace.

6
Playmaker Help / Importing globals in Unity 4
« on: November 15, 2012, 07:29:48 AM »
Greetings.

Anyone else having problems importing globals in Unity 4? I import those, good, and then... They just disappear after I restart Unity or play my game... Don't know why.

[Nov 15 - Update]
I'm using a free licensed Unity 4, if that matters. It seems that global vars created from zero work fine. This issue is just with imported ones.

Another thing I just noticed is that my current Playmaker version is 1.4.2. I'll try updating it, but, if someone, with later versions, gets this issue, please tell me.

Yet another pointer: The globals I'm trying to import are from a project developed in Unity 3.5.6. So, I'm importing globals made in Unity 3.5.6 to a new project in Unity 4.

[Nov 16 - Update]
I've tried the same thing with 2 projects using Unity 4. Gonna report as bug.

Thanks in advance.

7
Feature Requests / Template preview
« on: November 14, 2012, 03:56:43 PM »
Greetings.

I've been thinking... Wouldn't it useful to have a preview for the templates we've created? I mean, at inspector, I can list the events, states and such, but, if I wasn't who created the template, I wouldn't know how is it set up unless I get it attached to a gameObject. It'd be a preview similar to that shown in the FSM editor window, although you couldn't edit it, obviously. Feasible?

Thanks in advance.

8
Playmaker Help / [SOLVED] ArrayMaker start pointers?
« on: November 13, 2012, 01:16:58 PM »
[NOTE: This thread might be in a wrong section. Adminstrators should move this to the right topic]

Greetings.

As this question might be directly for Jean Fabre, I will ask it openly, so anyone who knows Playmaker answers it.

I've been reading some threads here about ArrayMaker, but I'm not sure about where to start. And since Jean might have not had enough spare time to prepare some documentation or tutorials, I'm afraid I've got to ask... Where should I start? ArrayMaker, as I understand, allows me to operate with ArrayLists and Hashtables, but... Now what?

Guess I'll be trying some of the ArrayMaker actions to figure how to use it while Jean, or anyone, can respond to this thread and give me some pointers.

Thanks in advance.

[Nov. 15 - Update]
I've been doing some exploration with ArrayMaker, and, following Jean Fabre's answer, it seems that there is no official documentation as tutorials, quick guides and such. As the examples provided seem to be enough to start with ArrayMaker, I'm marking this as solved.

9
Playmaker Help / [SOLVED] CompoundArray issue
« on: November 06, 2012, 12:40:30 PM »
Greetings.

I'm not pretty sure to be understanding CompoundArray property. According to this thread below, CompoundArray only works for two objects. Pretty interesting if I might want to use more than two, but, instead... I wanna use ONE. And, working with the CompoundArray, defining only one parameter, I get the error that no constructor for CompoundArray is defined for only one parameter. Is there any alternate way to compound arrays, or should I use CompoundArray with a unused parameter? What I would like to avoid is unnecessary memory allocation.

http://hutonggames.com/playmakerforum/index.php?topic=147.msg561;topicseen#msg561

Thanks in Advance.

10
Playmaker Help / Set Variable type in custom actions
« on: October 31, 2012, 01:59:31 PM »
Greetings.

In the integration with EZGUI I'm working, I want to set a Button's Data property. The problem is... Data might receive objects from ANY data type. I started defining a custom action to set a specific data type value to this property, but it might be pretty wasteful to do it to basic data types, so, I was wondering if there is any way to get to Fsm variable types, as an enum or something like that, so I can easily define a data type in a single custom action. Custom types, however, might require some work from myself.

Thanks in advance.

11
Playmaker Help / Tooltips not showing for variables in custom actions.
« on: October 25, 2012, 01:58:00 PM »
Greetings.

This might be not that critical issue, but I'd like to ask it anyway.

I'm writing my custom actions, and, as it's intended to be used by other people in my project, I'm adding tooltips at the script. I read correctly the action description, but the parameters' tips are not shown when I place my cursor on the variable name in the editor. What I'm doing in my scripts is as follows:

[Tooltip(string describing variable)]
VarType varName

It does work with action description, and, comparing with other actions' script, it seems it's similar.

Thanks in advance.

[Update - Oct25]
It seems that it only happens with non-primitive type variables or non-Fsm type variables. Any way I can show a tooltip for a custom type variable?

12
Playmaker Help / [SOLVED] Custom variable type in custom action
« on: October 24, 2012, 10:13:53 AM »
Greetings.

I'm learning how to write my own custom actions for usage in Playmaker editor. But, since one of my goals is to integrate some EZGUI components, I was wondering how can I specify a variable type (for instance, EZGUI UIPanel)? As I understand, I'd think that I have to inherit from the basic variable type (FsmVariables, I guess?) and to create a new data type, but, in order to make the proper setup, I'd have to do something like assigning value to the actual object I wanna use (for instance, the UIPanel)

Anyone has made something like this before? Any pointers? Any suggestion will be well received.

Thanks in advance.

[Update Oct 24]

I have come with a solution for this, although I still want to know how to change a variable type to Fsm (as Int goes FsmInt and so on).

Actually, to integrate components from 3rd-party plugins, it seems to be enough to write a custom action that receives as public parameter an object from that plugin (for instance, if I want to operate an EZGUI UIPanel, my custom action will ask for a public UIPanel parameter, and the OnEnter() event will execute, say, a BringIn animation), then call the Finish() function to indicate that action has been completed.

But, in order to achieve a simpler design (to be easier to maintain that integration), I made a static class that executes all the object possible operations, so my custom action only needs to call that intermediate layer class desired operation. It's unavoidable to write a single action for each possible operation (in my case for EZGUI UIPanel, an action for BringIn a panel, another for Dismiss it, and so on).

Hope this helps whoever might want to do something like this. I'm checking this as 'SOLVED' since my issue is no longer a problem, yet still my question remains unanswered: How to convert my own variable types to Fsm variables, if possible?.

13
Playmaker Help / Calling delegate events through FSM
« on: October 22, 2012, 01:37:18 PM »
Greetings.

I've read some of the earlier posts trying to figure out how to call delegate events from an FSM. I can think of calling a function that calls the delegate event, but it'd be using the Send Message or Invoke Method actions. It'd work the same for subscribing/unsubscribing delegates.

Any better ideas? Is this efficient enough? Any issue I'm not considering?

Thanks in advance.

14
Community Wiki Suggestions / API documentation
« on: October 22, 2012, 09:56:13 AM »
Greetings.

I've got my hands dirty trying Playmaker with the editor. Pretty cool, if I may say. But, as I'm attempting to learn how to control Playmaker FSM through scripts, I've been searching for script documentation, and found nothing. It'd be good to have a full-detailed documentation of the scripts used by Playmaker, so we programmers know what, when and how to manipulate Playmaker objects through scripts. Or, if it already exists, it'd be great to have it more visible (API reference in the page only shows how to write custom actions, not what some guy using his own custom scripts, like myself, would want).

Thanks in advance.

15
Playmaker Help / [SOLVED] State initialization.
« on: October 19, 2012, 02:51:02 PM »
Greetings.

I'm new to Playmaker. I successfully recreated a minigame I made about a year using only the editor, and now I'm trying to manipulate FSM through scripts.

For the sake of learning, I have created a simple FSM, so I can get it's data (variables, events, states, etc), and I created a custom script that receives an FSM and changes FSM's states on demand. At Start() function, I get the basic FSM data (variables and states) and I intend to get the active state info. Using PlayMakerFSM.ActiveStateName to get actual state name (as the property name implies), but I get an empty string. Now, getting the actual FSM object, using the PlayMakerFSM.Fsm (which is an Fsm object), it allows to retrieve the ActualState (the one I was looking for) and, therefore, the name. But Start() function fails to get the state object, and the name, of course, but the FSM data is retrieved. If I retrieve that state data after Start() is called, it will be successfully retrieved.

Is active state set some time after initialization functions (Awake, Start), or it's set IN a Start function? (If it was Awake, it should retrieve, since I'm calling a Start() function). If so, should I delay the function I use to get the Fsm object?

Thanks in advance.

[Oct 22 - Update]
Seems to be working now. None of my code have been changed, though. Does Anyone know about some site containing the API docs for Playmaker? The API reference shows how to create custom actions, but what I'd like to have is the API documentation, describing, for each class, it's members, functions and such data, if there is any.

[Nov 14 - Update]
As one of the new features in Playmaker 1.4.4, State initialization is done in Awake() function, according to latest release notes. Therefore I'm marking this as solved.

https://hutonggames.fogbugz.com/default.asp?W311

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