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Topics - ItzArranT

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Playmaker Help / Movement within a 3D space using Xbox controller [SOLVED]
« on: February 03, 2018, 10:47:18 AM »
Hi all,

I've searched everywhere for material on this but to no avail.

I'm trying to make a 3D ball with a rigid body move around in a 3D space using the Xbox controller's left stick.

I've set up the controller in the 'Input' section of the project settings, but beyond that I'm really not sure how to get the information from the controller or how to use it thereafter.

Any help would be hugely appreciated.


Playmaker Help / Touch screen + moving left/ right
« on: January 30, 2018, 06:29:40 AM »
Hey all,

I want to create a control setup wherein the screen (landscape) is "cut in half"- tapping on the left portion of the screen moves the character left and tapping on the right portion of the screen moves the character right.

I have got the "cut in half" part sorted, but I don't how to make the character move in the corresponding direction, any ideas? I'd like it if the character keeps moving in the corresponding direction so long as I keep my finger on the screen.

UPDATE: I've got this working using a Character Controller component but would prefer a solution involving a Rigid Body.

General Discussion / Speeding up movement between two points
« on: October 05, 2017, 05:49:07 AM »
Hi all,

Probably an easy solution to this, but how would I create the following functionality:

1) There is a ball that moves between two fixed points.
2) On mouse down, the ball should speed up.
3) On mouse up, the ball should return to its regular speed.

I've tried using 'itween move to' with empty game objects and a 'float add' etc, but the problem is the ball's speed only updates once it reaches the empty game object.

Any ideas?

Playmaker Help / Camera fading
« on: August 28, 2017, 03:38:58 PM »
Hi  all,

Could anyone tell me how to do a camera fade out/ fade in without using the "camera fade in/out" actions?


Playmaker Help / "Slicing" a shape in Playmaker
« on: July 06, 2017, 03:49:05 AM »
Hey all,

As a spiritual successor to a previous post of mine ('Re-creating the gameplay of "Calmfall") I was curious if anyone had any ideas on how to go about re-creating a mechanic similar to Fruit Ninja's "fruit slicing".

Essentially, the functionality would involve:

1) Observing a geometric shape from a 2D perspective.
2) Tapping the screen and dragging your finger to draw a straight line across that shape.
3) Lifting your finger to finish drawing the line and "set" the cut.
4) The cut affecting the shape accordingly (i.e. sliced in two).

I realise this is probably highly complex but I was curious if such a mechanic could be achieved in something like Playmaker.

Thanks all.

Playmaker Help / Re-creating the gameplay of 'Calmfall' [SOLVED]
« on: July 04, 2017, 05:10:47 PM »
So I've started looking at simple arcade games on the Play/App Store and attempting to understand/ recreate their functionality in Playmaker- just for learning purposes!

I came across a little game called 'Calmfall':

I can understand how most functionality could be recreated in Playmaker, EXCEPT for the bricks themselves.

How would one go about creating such a system, which understands how to align various shapes of block together into a perfect tower?

Any takers?

Playmaker Help / Trigger Event: 'Store Collider'? [SOLVED]
« on: July 03, 2017, 04:13:04 PM »
Could anyone explain when and why the 'store collider' field in the 'Wait for Trigger' action could be used or useful?

I'm not 100% clear on what it means.

Thanks all.

Playmaker Help / What are variables and how do they work? [SOLVED]
« on: July 03, 2017, 01:54:09 PM »
Following on from my previous question 'What exactly does "Get Axis" do?', I wanted to ask another fundamental question from a beginner's point-of-view:

What exactly are variables and how do they work?

I have a vague understanding, but if anyone could explain in the clearest terms possible, it would really help.  A handy metaphor wouldn't go amiss!

Thanks all.

This is probably either a silly or obvious question, but I was hoping someone could explain to me, in the simplest terms, what 'Get Axis' or 'Get Axis Vector' actually does when used as an action?

I'm aware all actions come with a brief description, but I'd love to know, on a slightly more technical level, what they mean and how they work.

Thanks all.

On the main menu of my game, the Player can tap the screen anywhere to start playing (uGUI on click)

They can also swipe left to view another section of UI (Swipe Gesture Event).

My problem is: whenever I swipe, the device registers this as a tap, too, which means both the swipe AND the "tap to play" occur.

Is there a way of making the device respond to just one of these inputs??

Playmaker Help / Making an object move with Player [SOLVED]
« on: June 25, 2017, 08:41:27 AM »
I want to create an FSM for an object which, upon being collided into by the Player, will move with the Player- as if "magnetised" to them.

Any ideas??

Playmaker Help / How to create 'singletons' with Playmaker [SOLVED]
« on: June 24, 2017, 03:41:55 AM »
Hello again everyone,

This is a somewhat high-level question which I'll try to make as precise as possible.

I want to create a 'Level Manager' which handles Player moves per level and allows for the Player (via UI or level completion) to move between levels, as well as save level completion status.

Could anyone give any advice on how best to proceed?

I guess what I'm asking is are there any best practices surrounding an FSM which should link to a number of different scenes (levels).

Or, more to the point, is the best way to create different levels to use different scenes?

EDIT: To my mind, loading new scenes as a new level doesn't seem correct, since every scene would therefore contain its own Game Manager, Level Manager etc, which could potentially cause problems?


Playmaker Help / Round up a transform position [SOLVED]
« on: June 22, 2017, 02:40:50 PM »
I'm making a game where pixel-perfect positioning is extremely important.

When I move my main character (who travels in straight lines only) and it collides with a wall and consequently stops moving, sometimes the transform position is not an integer value- and I'm not sure why that's happening when all colliders are sized correctly.

Is there a way to round up this value to the nearest whole number?

Playmaker Help / "On Trigger Stay" not working [SOLVED]
« on: June 11, 2017, 12:14:19 PM »
My game's "win state" involves the Player entering a goal area.

When the Player enters and stays in this goal area, I'd like my game to understand this as its "win state" and load the next level.

I'm using a 'Trigger Event - On Trigger Stay' action to listen for when the Player enters the goal area.

The problem is: as soon as the Player's collider hits the goal area's, the next level loads- which I don't want.  I only want the next level to load when the Player enters and remains in the goal area for a small amount of time.

Any ideas??

Playmaker Help / Level restart problem [SOLVED]
« on: June 09, 2017, 10:35:18 AM »
I'm currently trying to make my game restart the same level (Scene) upon its loss condition being met.

The loss State is reached fine and I'm trying to use the 'Restart Level' action to reload the level and let the Player try again.  However, while the scene does appear to restart, the lighting looks different, the controls no longer respond and I get the following error:

MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.

Any ideas on what I'm doing wrong?

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