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Topics - Neikke

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1
Playmaker Help / Need PM actions for Steam leaderboards
« on: January 15, 2018, 04:53:34 PM »
Hey guys, this is not a double post, just wanted to know if it's possible to make a few actions for this Steam leaderboards from Unity asset store? The reason why I want to use it is because it has popup UI window where I can list all players. I bought this leaderboard  recently but can't use it since you have to write a few lines of code which is a problem for me. How much would it cost for me to have a few actions for it? Thanks in advance!

2
Playmaker Help / How to store Coins count for player?
« on: January 09, 2018, 10:12:30 AM »
I have a simple infinite runner type of game, so I store scores in leaderboards. But where and how should I store Coins count collected by the player? Create another Leaderboard for that specifically? Thanks in advance!

3
Playmaker Help / Logic for InApp Purchases for additional objects
« on: January 09, 2018, 07:55:48 AM »
Hey guys,

I have a simple runner, with a basic character. Now I just want to have an In App Purchase to unlock some additional in-game objects to be parented to specific bones of my base Character. Like a Christmas Hat or a Sword for example. What would be the logic to make it work? So let's say I modeled a hat, and imported in Unity, what would be the bnext steps? I'm using Stan's playmaker version of IOS and Android Native plugins for implementation of IAPs. Any help and advice would be very much appreciated!


4
Playmaker Help / Steam leaderboards
« on: December 04, 2017, 04:13:07 AM »
Hey guys,

Is there a quick and relatively easy way (for a noob) to implement Steam Leaderboards and Achievements? Thanks in advance!

5
Hi, noob question here

I already have a windows/mac versions of my game (3d side-scroller/autorunner), now I also want to port it to IOS. Apparently I will have to do lots of optimization work, reducing polycount of objects, changing shaders (may be) which is of course is a destructive approach in case I need to switch back and make some changes to Desktop versions of it.

So how should I work simultaneously on Desktop and Mobile versions of my game non-destructively? Thanks in advance for any help and advice!

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iOS Help / How to work on Mobile and Desktop versions non-destructively?
« on: November 28, 2017, 04:13:25 AM »
Hi, noob question here

I already have a windows/mac versions of my game (3d side-scroller/autorunner), now I also want to port it to IOS. Apparently I will have to do lots of optimization work, reducing polycount of objects, changing shaders (may be) which is of course is a destructive approach in case I need to switch back and make some changes to Desktop versions of it.

So how should I work simultaneously on Desktop and Mobile versions of my game non-destructively? Thanks in advance for any help and advice!

7
Playmaker Help / Installing uGUI Proxy Full gives deprecated errors
« on: November 03, 2017, 03:32:13 PM »
I've just installed uGui Proxy Full through ecosystem and after installation I get this error message:

Assets/Scripts/uGui/BoxCollider2dMatchRectTransform.cs(117,9): error CS0619: `UnityEngine.BoxCollider2D.center' is obsolete: `BoxCollider2D.center has been deprecated. Use BoxCollider2D.offset instead (UnityUpgradable) -> offset'

May be I shouldn't download the whole package but a specific action instead?
What should I do to get fix this? Thanks!

8
Playmaker Help / Application Quit [SOLVED]
« on: November 01, 2017, 10:11:57 AM »
I want to have a UI button which would quit to windows my game. How do I set it up so on click application quit happens? Thanks a lot!


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Playmaker Help / Audio Play won't play sounds at all [SOLVED]
« on: October 25, 2017, 03:38:09 AM »
Hey guys, I'm really stuck here.. I just can't get Audio Play action actually play an audio (coin sound) for me.. I have Audio Source as a component on my coins - attaching inspector screenshot.

Play sound works fine but when I grab more than 2/3 coins simultaneously it gives some weird panning effects resulting in coin sound to appear only in right or left channel.. So I wanted to try Audio Play..

I tried downloading Audio Play Simple, even tried Audio Play Advanced but still - no sound on coin grab.

10
I have Magnet and Shield bars indicating their respective states in game, the problem is when my character dies they stay there forever till they deplete over time. And I want them to disappear the moment Player dies (is being destroyed).

So I kind of achieved it by adding GameObject is Null and turning on its Every Frame parameter. So it just checks every frame if my Player isn't dead, and if it is (Is Null) - then does what I want. I just wanted to know if this is a "performance friendly" solution as there is this every frame check involved. I'm aiming for Windows build. Thanks!

11
I have a C# script that kills a character on touch. So I would like to make an event where, If this script's particular Function/method is fired - Then do something. Is it possible?

Another example: I have a C# script that makes score to be counted during runtime. So I want to grab this function and multiply it by 2 or 3 in Playmaker. Is it possible?

Thanks in advance for any help and advice!

12
I have a platform with a few coins set up as prefab and which I'm spawning constantly every other second. On Player - I have a magnet which drags coins from their original position/s towards Player when Player's Magnet is active. And when they collide with Player - I deactivate coin.

Now I run into some weird situation - when the next platform is spawned - coins are being reActivated in the location where they've been deactivated on collide with Player rather than in their original locations as they should. I'm experiencing this weird thing in almost all of my prefabs - when anything is altered during runtime - on the next spawn it "remembers" the way it was tweaked rather than spawning from original prefab!

Why can't it just reference to original prefab and start everything in accordance with the original? Is there a way to kind of reset prefab on every spawn? Thanks in advance!

13
Hi, 

Here's what I got. I have a single platform with a few coins as prefab which is being pooled infinitely. On coins I have a simple FSM chain which is basically just Add 1 to CoinScore and do 'Destroy Self'. The problem is that after destroying a coin, it won't be reactivated in the next pooled platform.. How do I avoid this situation? Thanks in advance!

Attaching screens of FSM on coins

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Playmaker Help / Show Wait action's countdown as slider/bar[SOLVED]
« on: October 18, 2017, 08:28:12 AM »
I have Wait action set to TimeToWait global variable. I'm setting a Float value for this TimeToWait variable to be 5 at runtime start. What I would like to do is show this countdown visually with slider.

So I hooked up a slider with TimeToWait as Slider's Value parameter. When I have my Wait action activated in State, I do Float Add: -1 to subtract from 5. Is it the right approach or are there better ways? Thanks!

15
Playmaker Help / 'Set Parent' downscales parented object significantly
« on: October 15, 2017, 05:33:42 AM »
Here's the thing. I want to pool an object (large scale collider to attract coins) and make it a child of my player character. So I added Create Object action, assigned my player's position as spawning point etc, and have set the Parent to be Player character. But when it creates a clone of my large collider and makes it a child of Player my collider object gets downscaled approx. 10 times. Can't get what's going on with it. Please help!

P.S. By the way, this action "Create object" has two parameters: 'Spawn Point' and 'Position' - what's the difference between them?

Thanks!

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