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Topics - mrminico

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Have a happy Halloween everyone! This game was fully made with playmaker. Go check it out on google play store, You'll see what playmaker allowed me to achieve without having to write a single line of code. Anything is possible! 

Thanks, playmaker devs!

-Crisos

https://play.google.com/store/apps/details?id=com.Crisos.Halloweenhereos&hl=en

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General Discussion / Playmaker IAP?
« on: June 13, 2017, 11:12:15 AM »
I know there's this IAP asset on the store that's compatible with PM. I'm not sure if I should buy it. I read some users were having issues with it. Is there another solution that someone has tested that will work aside from writing custom code? I saw a codeless IAP solution but I'm not so sure how well that'll work with PM.

3
Share New Actions / Input look now on Eco system!
« on: April 08, 2017, 12:41:53 PM »
Hello everyone,

Just want to let everyone know that Input look is now available on the Eco system!

With the help of Jean, I was able to publish it and now It's available for anyone who'd like to use this action in their projects.

Input look is a modified version of mouse look which works great for clamping joysticks values.

Hope you like the action and happy game creating!

4
General Discussion / I've made an Array-less Inventory system
« on: March 28, 2017, 04:21:00 AM »
Hello all! I just wanted to share something really bizarre and cool, I made an inventory system without using arrays which stores game objects, strings, UI, and meshes. I wanted to see if it was possible to make an inventory system without arrays. I did it just for fun and I managed to get it to work! You can pick up and drop items.


I used 4 FSM's and broke it down in this process: Inventory processor, Item select, Item drop & Item Queue.










This was fun to make, I hope this gives some of you guys an idea on how to do array-less inventories.

5
With Unity 5.6 coming out at the end of the month I wanted to know whats next for playmaker. Any thoughts or even speculation?

6
General Discussion / Does anyone know what this error means?
« on: March 02, 2017, 05:22:27 PM »
I keep getting this error from Unity editor
Request error (error):
UnityEditor.AsyncHTTPClient:Done(State, Int32)

Does anyone know what this is? I tried researching and couldn't find an answer.

7
I recently posted that I needed help clamping Y rotations using a Joypad and making the same functionality as the mouse look script. I was so into finding out how to do this with Playmaker that I forgot I had some coding tricks myself up my sleeves. I ended up modifying the Mouse look script and made Input Look!



I've attached the script for everyone to use, All you have to do is drag and drop it to the playmaker>Actions folder. Please share and spread word on this, I know It will come in handy for EVERYONE using joypads to look around.  I hope one day this script will be integrated into Playmakers Input action. It's a function that I was surprised to see missing.

-Cheers and Happy creating! ;D

8
I recently posted that I needed help clamping Y rotations using a Joypad and making the same functionality as the mouse look script. I was so into finding out how to do this with Playmaker that I forgot I had some coding tricks myself up my sleeves. I ended up modifying the Mouse look script and made Input Look!



I've attached the script for everyone to use, All you have to do is drag and drop it to the playmaker>Actions folder. Please share and spread word on this, I know It will come in handy for EVERYONE using joypads to look around.  I hope one day this script will be integrated into Playmakers Input action. It's a function that I was surprised to see missing.

-Cheers and Happy creating! ;D

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General Discussion / Clamping Y rotations for first person camera?
« on: January 04, 2017, 07:57:00 PM »
Ive been having some issues clamping camera rotations for the Y axis (tilting up and down). Im currently using get axis and have a float variable for my analog sticks called "r-Joy_yaxis" for the Verticle value since im using an xbox control. When I use clamp float for the variable "r-Joy_yaxis" that i also used to control the rotation that looks up and down the clamping doesn't work and the camera continues to rotate a full 360 degrees. What I essentially want to achieve is the same functionality that mouse look has where it locks the y axis not allowing the camera to rotate all the way and only lets you look to the sky or floor.

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General Discussion / Is it safe to update to unity 5.5?
« on: November 30, 2016, 12:13:11 PM »
I'm considering in updating to 5.5 depending on the feedback I get here. Will playmaker still work the same as it did in 5.4?

11
Heres a question to the devs of playmaker, Will the ecosystem come packaged with playmaker? I always have to download the unity package and then install it for every new unity project I make. Shouldn't the Ecosystem browser already come integrated with Playmaker? Also Thank you so much for making this awesome plugin!

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General Discussion / How do you make save functionality?
« on: October 02, 2016, 10:25:13 PM »
I was wondering is Play maker capable of creating some sort of save file function via states or a "save game" manager. I was looking up on the asset store and saw a plugin called Easy save. I don't have money right now and I'm trying to see if theres a way I may be able to do some sort of save game state machine with Playmaker.

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General Discussion / Do all of the Device actions work for android?
« on: September 26, 2016, 10:08:24 PM »
Hello everyone,

I just wanted to know if the actions listed under device would also work for android.

Thanks!

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General Discussion / Barely any tutorials on global transitions
« on: September 23, 2016, 04:08:30 AM »
I was looking through the net for some global transition information, I did however found some write ups here on the site shown in an example, I just wish there was a tutorial for it included in the series of 13 tutorials Hutong made. If anyone knows of a good global transitions tutorial let me know thank you! :)

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General Discussion / Get Button down trouble!
« on: September 17, 2016, 02:35:35 AM »
I'm trying to make a jump function, my start state has a GetButton Down and a Set animator bool. Its supposed to only fire once and stay locked on to the next state called "jumped", till grounded bool is true. Now what ends up happening is that when I press the jump button once it doesn't work and goes back to the jump button state. When I double tap it, The state transition works and stays locked on till the character hits the floor. Does anyone have a clue how to control the number of presses get button down fires?

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