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Topics - digimbyte

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Share New Actions / Audio ToolKit Actions WIP
« on: August 31, 2013, 11:50:08 PM »
I'm trying to build an action script for AudioToolKit
So far i've set up the basics by Modifying an existing one, but it doesn't seem to like the call I'm doing

here is a current version of the Action, Would like to make it modular but we can have an Action for every call

I seem to be experiencing a bug when I try to EDIT my script VIA Unity
Couldn't find Action Script:
UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)

Update: Changed line to this
AudioController.PlayMusic ( "" + clipName );
 It works, just need to append the string to a null string, seems to have done the trick

Feature Requests / New trigger Commands?
« on: March 23, 2013, 06:22:43 PM »
one thing that's always troubled me is the way triggers are handled, maybe its a limitation with Unity, but it seems the only way to use a trigger is if it has a script on it.
Ideally we should have an action where you define a trigger object and toggle a variable or finish event depending on that, the current options are limited and confusing because there is no definitive way for making FSM's talk to each other when you don't want to use FSM's on everything

an example would be a ragdoll body with collisions on every limb, and to cut down on the number of FSM's you would just work on a few on a manager FSM that monitors the triggers every frame

is this possible or is it a limitation of Unity?

Playmaker Help / Modular Door Prefab
« on: March 14, 2013, 07:12:52 PM »
Hey guys
I've been messing around with a few things and I thought making a door prefab to use in almost any game

please bare with me,
Basically, a trigger on front and back and a logic bool for either side to lock/unlock each side or have the door disabled
if door is disabled, lights are off and trigger function does nothing
if trigger entered door must open, wait, then check to see if player left, if not, wait again and loop

I have all that setup
the problem is I'd prefer the trigger unlock/lock on the root of the prefab but i don't think there is anyway around it other then having a trigger with an FSM
which adds an INT value to the root

but i can foresee problems and bugs if i simply add and subtract INT values, so Bool's would be more ideal

Playmaker Help / setup a scalable GUI with anchor points?
« on: January 24, 2013, 12:44:59 PM »
Hey guys, I finally got around to exporting my game to Android and I discovered a few issues
Specifically Scale

the issue is on HD screens, even though they are 4-5 inches contain 1600x900+ resolutions
and on my phone the GUI did not display correctly, Text was small and buttons far apart and stretched
the reason for this is the text is a set size of 22 and the buttons set to a ratio

the way to solve this, is to remove normalize and scale to increase text size and give more power and flexability over the GUI

now, I've come across some minor issues to do this.
Im not sure how I would use Scale GUI and alter the float depending on the size of the screen, maybe divide the screen size by a predefined size that would be ideal for the default scale

now the main issue, is how to anchor a button to one corner or the other using a pixel (not normalized) offset inside Scale_Gui
My attempt to anchor the button to the corner was to use GUILayout_Begin_Area however it clips anything outside its region
I'm not familiar if there is an alternative and ideal solution for this, so i was hoping someone might have some suggestions to use a normalized point and allow negative coords into an element

Share New Actions / Gui Advanced Button - String + Int + Audio
« on: January 15, 2013, 04:53:28 PM »
an advanced button Action that compounds several standard features into one button
removing the need for Transition states and a build up of actions as a work around, this fixes that potential mess by conforming them into one simple button

Enjoy  ;)
it could do with some improvements and fine tweaking but this is ready for release
if you do update it, let me know and post the code here

Action Requests / Logic Translator
« on: January 14, 2013, 09:33:56 PM »
come across another idea, I'd like to mess with something in playmaker
now basically what I'm aiming to make, and hopefully with your help

a translator that checks a string, and outputs a texture from an Array
maybe make it modular so its not always string to texture

the goal is to remove unnecessary states and compress actions needed to compare or translate logic

if there a guide around to building an Action and setup things like every frame and array's?
its basically a fancy IF Action with an array to compare multiple outcomes

idea's, suggestions and criticism is welcome

Share New Actions / Button with Variable string (Closed)
« on: January 13, 2013, 10:05:09 PM »
So i've been trying to make a Menu system when a user clicks on a button, it would set a variable then change states, the only work around, was to have a transition on every button, but what if you didn't want a transition or what if you have a number of selections?

I needed to add some way to force a variable, so i merged the "set string" into the "GUI Button"

simply click on the gear for "GUI Button" and select EDIT, then copy paste this over the original
Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2011. All rights reserved.

using UnityEngine;
using System.Collections.Generic;

namespace HutongGames.PlayMaker.Actions
[Tooltip("GUI button. Sends an Event when pressed. Optionally store the button state in a Bool Variable.")]
public class GUIButton : GUIContentAction
public FsmEvent sendEvent;
public FsmBool storeButtonState;
public FsmString stringVariable;
public FsmString stringValue;

public override void Reset()
sendEvent = null;
storeButtonState = null;
style = "Button";


public override void OnGUI()

bool pressed = false;

if (GUI.Button(rect, content, style.Value))
stringVariable.Value = stringValue.Value;
pressed = true;


if (storeButtonState != null)
storeButtonState.Value = pressed;

The reason I'm posting the code is so others who maybe more experienced in modifying it, can update it without uploading unnecessary files and versions
I really did this blind folded knowing nothing about the format of how to make actions, I just hope i got it right

User Showcase / Blade Racer
« on: January 03, 2013, 04:39:10 AM »
This is an acade style racing game, still in early development
don't know what im going to do with the AI and Multiplayer as of yet, maybe some tutorials
the game/demo is 10mb and i cant upload it here, once I have a well worth it playable demo, i'll show you guys

but for now, here's a small screenshot of the menu's

i hope to release this to Android and iOS, and to get multiplayer over bluetooth and/or wifi
not sure how yet...

Playmaker Help / Building a hovercar prefab for racing game [SOLVED]
« on: January 02, 2013, 02:55:13 AM »
Hi all, i was putting together a small game for some prototype fun
A hover racing game with powerups

I've been trying a few strategies on how to build the FSM's but there are so many things im not sure what would be ideal
I'm thinking of having a short raycast and if it hits the terrain it would align and 'grip' onto it, angling the mesh to the terrain

but I'm thinking that might be to specific for a simple arcade style game
controls are simple, forward, stop, turn left, turn right and activate power

Ideas? how would you do this?

Playmaker Help / set position to terrain hieght?
« on: December 31, 2012, 07:46:19 PM »
Hi, some of you may of seen my thread where im making an RTS camera
I'm trying to get the camera to walk on the terrain

I'm currently using a Rigid body currently and it has some obvious drawbacks such as gravity pulling it down a hill etc

I cant seem to find a way in playMaker to make it get the terrain height and smooth follow it as it moves
and what if there is multiple terrains? so maybe some sort of ray cast that goes down, if it hits no terrain, the height doesn't change, if it does, it smooths over it.
Code: [Select]

Playmaker Tutorials / Advanced RTS Camera Prefab
« on: December 31, 2012, 05:21:16 AM »
Hi all, I've decided to crack the shell and start using playmaker now that unity 4 is out and playmaker is fleshed out to be what it is today

so my project is an RTS mech game and I need a camera
the Camera I'm developing is losely based on the Hutong Tutorial but features a more stable and controllable setup

the original camera, if you've tried to make it, isn't exactly the greatest strategy camera
This camera consists of 2 parts, a rigid sphere (to be changed) and a camera
its setup similar to a tripod setup where the camera focuses on the sphere being the target

I've hit a few problems where my tutorial experience has left me dry

Problem 1, is making the camera walk over the terrain without using physics or gravity as a 'hack'
terrain being any objects on that specific layer and using its height data to 'smooth' to it

Problem 2, i need to somehow make the camera move along its Z axis of something comes between the camera and target (like the camera hitting a cliff in the terrain as the camera pans)

Problem 3, to fix/improve the Zoom function by making it smooth closer at a speed of 3 and zoom out at a speed of 5 and to clamp it at 3-16

Bonus 4, being able to define a costum region (cubes?) that the camera can move inside, and stopping it from leaving the cube/area

Attached is my current Dev WIP, its somewhat rough as i need to patch the rest of it out, the rigid body is a hack of what im trying to achieve, but it needs to follow only mesh/terrain on a specidied layer

I'm hoping the global variables are included, if not i apologies
once its finished, hopefully with some help, i'd love to release it to Hutong Games to be included as an advanced Prefab

Feature Requests / support for .cur/ani files
« on: December 31, 2012, 05:02:29 AM »
Support for .cur and .ani files for Set Mouse Cursor

its quite some trouble to convert everything from .cur and .ani files to gif
it shouldn't be limited to graphics only, unity appears to support cursors already, but not the action for playMaker

Action Requests / Gui group needs work
« on: December 31, 2012, 04:58:53 AM »
Ive been messing around trying to setup a menu
and i have to say some things im finding very difficult and almost painful to use

the GUI is nice for quick prototyping but when you want to align things and setup something a little more in depth then 2 buttons and a banner we run into issues

The first being that all alignments are unfortunately percentages 0.0-1.0 from the top left corner
that's good to center things but if you want it to have a certain pixel offset it becomes a hindrance as it relies heavily on the users aspect ratio and what the game preview is at

> Ideally we should be able to setup a GUI from anchor points (horizontal, Vertical separate) as well as an overall percentage as alternative (current default)
Anchor points being left, center, and right, then top, middle, bottom
and from there, we have pixel offset, and then, it should have an option to scale inside a group to accommodate screen ratio's and sizes

would be nice if GUI textures had a pixel size and offset too *hint hint*

Action Requests / Set Mouse Cursor (update request)
« on: December 31, 2012, 04:48:14 AM »
I was pleased to find the Mouse Cursor Ation however I found some trouble with it, being that the image was always centered 0.5x0.5

this is fine for a cross hair (fixed was a bit jiggly when moving the mouse)

now this is an issue if you have a left handed or right handed mouse curser you wish to use
the only work around is to put an offset in the graphic itself, but that renders the image 3/4 useless/wasted

would be nice if there were some alignment options

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