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Topics - VictorRayDev

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User Showcase / Awesome Boots is out!
« on: November 27, 2014, 12:08:41 PM »
My game Awesome Boots is finally out!
100% made with playmaker by 1 person!
get it now [FREE]!

Feel free if you have any questions.

follow me on twitter if you want to keep in touch!

Action Requests / Add Force Local *2d Physic*
« on: November 10, 2014, 08:41:25 AM »
I'd need this action please.

Currently the addforce 2d is not relative to the rotation of the object.

I'm doing a little 2d golf game and I'd need to add the force relatively to the rotation of the ball.
Maybe it is already possible but I don't see a way to do it.

Thanks guys!  8)

Action Requests / [req]U3DXT
« on: October 26, 2013, 03:13:03 PM »
Hi guys! I'd like to have a little help to port de U3DXT gamecenter ios kit to playmaker. Here is the U3DXT actions.

I was thinking inspiring myself from the already available gamecenter kit . Harder said than done :/
Someone have a starting point to help me?
edit: (I only need the leaderboards and achievements one)
Thank you!

General Discussion / Dynamic soundtrack
« on: September 12, 2013, 12:48:08 PM »
Sup guys!
My game going really well can't wait to show you... I think I really pushed playmaker.

I just saw a video about dynamic soundtrack from unite2013

I'd like to know if you guys already tried something like this and have an idea about a way to approach this. Id like to know if it is possible to input a bpm and trigger sample on time! I think triggering dynamic music in playmaker would be very powerful.

Thank you in advance!

Action Requests / Saved!
« on: April 23, 2013, 11:24:33 AM »
Can someone help me on this one?
I think it most be simple. here is the code that call them.
LevelDefinition ld = PrefHelper.GetLevelDefintion(“Level01”);
// Retrieve the player score as a string, even when it is defined as an integer.
String playerScoreAsString = ld[“iPlayerScore”];
// Convert the string to an integer, add 100 and place it back into the indexer as a string.
int newPlayerScore = ( Convert.ToInt(playerScoreAsString) + 100 );
ld[“iPlayerScore”] = newPlayerScore.ToString();
Reading and Writing Values as T
Since you’ve done your job when setting up the database definition and you strong typed your keys we can manage the PlayerPrefs much easier using generics.
LevelDefinition ld = PrefHelper.GetLevelDefintion(“Level01”);
// Retrieve the player score as an int.
int playerScore = ld.GetValue<int>(“iPlayerScore”);
// Add 100 and place it back.
int newPlayerScore = playerScore + 100; ld.SetValue<int>(“iPlayerScore”, newPlayerScore); ld.SaveToPrefs();


General Discussion / Detecting 2 button input [SOLVED]
« on: April 05, 2013, 08:00:41 AM »
Hi! Hope everybody doing fine!
Do you guys have an idea for the best way to detect if two
buttons are touched at the same time.

When I press left my character jump left.
When I press right my character jump right.
I'd like to introduce a new action if thos 2 button are pushed at the same time.
I think a way to do it is to make a little timer that when you press say right if the left button is pushed it send the third action...

Or is their a better way?
Thank you!
i'm now on twitter too! @VictorRayDev

User Showcase / My dev blog
« on: March 20, 2013, 08:06:09 AM »
Hi, So the game I'm doing with playmaker is going well.
Here's is the blog to keep the track on the project. Comments are welcomed!
Thank you!

General Discussion / Best technique for a Wiping (drag) Menu. (Touchscreen)
« on: February 20, 2013, 10:32:09 AM »
Hi! I'm doing a little shop in my game.
I want to do a kind of menu where you flick the menu left to right with your finger has seen in game like such as ski safari (shop), angry bird (world select screen)...
Its not a sample drag since those kind of menu have some physic like effect like damping when you release your finger.
Do you guys think of a technique I could make this with playmaker. I can think of some idea but maybe there is some kind of effect preset or whatever I don't know since this kind of menu is pretty popular.

Action Requests / Rain AI (INDIE)
« on: February 06, 2013, 01:02:24 PM »
Rain look like a really robust Ai system and is now free.
I think it would be an awesome addition to playmaker.
If somebody find the time to do playmaker action for it, it would be awesome!


General Discussion / Collision problem (shooting)
« on: January 16, 2013, 11:56:40 AM »
Hi y'all! Hope you doing fine on this new year!
I'm still working on my game its going well!

I have a little question.

Is it possible to actually disable the physic between to object for a certain amount of time.

In my game I have ennemys who shoot missile. But the ennemys and the missile is a physic object.
So when I apply a force to the missile and I spawn it near the ennemy. The missile actually drag the ennemy with him :O.

I hope I'm clear it's a little hard to explain for me haha.

Playmaker Help / Weirdo physic problem w/ playmaker and poolmanager
« on: December 09, 2012, 10:55:35 AM »
I don't know if this is a question for playmaker forum or poolmanager 2 forum but i'll ask here first.

I have a weird physic problem when I spawn physic object within a poolmanaged spawned object. The physic is like behaving really weirdly, it's like there is no collision between those spawned object. (they don't (expload) when they spawn like if I but the object in the scene (not spawned via poolmanager).

It's hard to explain by word haha. I hope I made myself clear.

EDIT: the problem is only happening when I use pmtspawn action when I use createobject there is no physic problem.

General Discussion / Grenade Throw at player[SOLVED]
« on: October 23, 2012, 11:02:46 AM »
Hi, My name is Max I'm new here
I have a "little" question i'm making a 2D game and I need to create an action where my Ai can throw grenade at the player

I need to find a mathematic formula to apply the good force the my grenade so it make a nice arc movement and go in the direction of the player. I'm pretty newb with radian and stuff like that.

Can someone enlighten me?

(sorry for my poor english I'm french canadian)

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