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Topics - 4ppleseed

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Playmaker Bug Reporting / Lock FSM stuck on one FSM
« on: September 09, 2017, 07:47:43 AM »
Hi, I used Lock on a FSM and now even if I turn it off and Lock another FSM the Lock keeps reappearing on the same/original FSM. Any ideas?

Playmaker Bug Reporting / Double Global Variables made
« on: September 01, 2017, 05:17:40 AM »
Hi, sometimes when you are making lots of Global Variables one after the other with a similar name there is duplication (see attached screenshot iF02 and iF04)...

I think its due to that little pause when you create a new Global? It seems to be writing it twice?

Suggestion: Can you make drop downs fold into more sections?

Is there a way to not have to scroll down every time you want to select an option at the bottom of Get Key or other long lists?

Suggestion: Can you make this space bigger on Global Variables?
It's so hard to click in that tiny gap at the bottom to make new Globals.


Playmaker Help / Array and Hashtable help please
« on: August 20, 2017, 01:36:33 PM »
I've been trying to learn how to use Arrays this weekend and it's just not making sense in my head. I've looked at Jean's Match 3 example and djaydino Tetris example but I'm still lost.

Are they any good tutorials that cover this?

Something like, if Tetris pieces are falling and land, how do you record their position in an array and then use this data to delete the gameobjects that make up the pieces. Just that part and I think it will finally click in my head.

Thank you!  8)

So, I've finished my game and it works great in Unity Editor and as a PC build. I've loaded it up in Android and deployed to my phone and it's all working great there too.

What I was expecting to have to do is convert all the Mouse Pick 2d Event to Touch Object 2d Event actions. But it works as is.

My question, is there evidence that the Touch Object EVent is better than the Mouse Pick Event?

What's your opinion? Should I go and change them all or leave them?

Thanks  8)

Playmaker Help / How do I make Random Float always end on an ODD number?
« on: February 12, 2017, 03:12:20 PM »
Hi all,
I saw on the Ecosystem there is a Random INT odd/even.

What I need is to make a float that always ends in an odd number. So 1.1 2.1 3.1, 1.3 2.3 3.3, 1.5 2.5 3.5, 1.7 2.7 3.7 etc would all be acceptable.

Any ideas for making a Random Float range between -5.0 and 5.0, always end on an ODD number?

Thanks  8)

Playmaker Help / Random Event Weighting changing over time?
« on: January 24, 2017, 03:41:46 AM »
When using RandomEvent Weighting I want to select from 4 events. 3 with the same probability and 1 with a lower probabilty that increases every turn. Am I right in thinking I can set them like this:

EventA 1
EventB 1
EventC 1
EventD 0.1

and then next turn:

EventA 1
EventB 1
EventC 1
EventD 0.5

and the next:

EventA 1
EventB 1
EventC 1
EventD 0.7

Is that similar to these percentages?

EventA 1   32.5%
EventB 1   32.5%
EventC 1   32.5%
EventD 0.1   2.5%

EventA 1   29.2%
EventB 1   29.2%
EventC 1   29.2%
EventD 0.5   12.5%

EventA 1   27.08%
EventB 1   27.08%
EventC 1   27.08%
EventD 0.7   17.5%

Or have I got this wrong?

lets say a have some strings: Monday, Tuesday, Wednesday etc.. and I can also generate some INT numbers between 1 and 31 and convert them to strings.

In Unity's UI how can I insert those two stings into a sentence?

As in You were born on day 24 which was a Wednesday
and then insert them into another...
You were born on day 3 which was a Monday

That sort of thing, is it possible with Playmaker without having to use multiplay Unity UI text boxes?

Thanks  8)

Hi, I have an old project that I've converted to Unity 5/PM 1.8. The Set Property -Text Mesh - Text works in editor/Unity Remote but when I deploy the game to iOS the text won't update with the right property. It's driving me crazy - any ideas?

Edit: I've tried deleting the old Set Property and dragging the new component/Set Property and feeding it the string variable - but that doesn't work either.

Playmaker Help / Find from 10 objects which has the lowest position?
« on: June 28, 2016, 09:52:16 AM »
Hi all,
I have 10 game objects moving around the screen and every second I would like to check all ten and find out which one currently has the lowest Y position.

I've added the 10 objects to an Array (1.8) and know how to check an individual objects position but can't work out how to return for example: Game Object 4 is currently the lowest of the 10.

Any ideas?
Thanks  8)

Can we have a save or favourite feature on the forum?

I would love to be able to mark a load of topics and then see them on one page, without having to reply or be notified every time someone posts Is that possible?

Hi all,
I'm using 1.8 and the array actions. Lets say there is a 4x4 grid and I have an object  (in red) that is a 2x2x2 cube like so...

I place the object in the top left hand corner of the grid. I would like to use an array to check if the object is covering the positions A1, A2, B1 and B2 separately. So if I moved the red object over to the right by 1 I could now detect it was over A2, A3, B2 and B3. So one object, multiple points in the array.

I've set up a global array for each of the grid places but can't work out how to check if the object is covering four different places at the same time as the game object only has one actual position.

Any ideas?

Playmaker Help / Turn On/Off all FSMs with a certain name/tag etc..
« on: July 09, 2015, 02:00:38 AM »
This might be better placed in feature suggestion but I'd love to be able to have a 'debug' FSM on some game objects that I can turn on/off with one click.

Is there something planned like that?

Playmaker Help / Grid Movement (like Pacman)
« on: April 07, 2015, 01:04:41 PM »
Hi all,

I did a search for 'grid movement' and found a few threads but none of them seem to get to the bottom of the question.

How do you do grid movement in Playmaker?

Lets say we have 16x16 tiles and they are in a 8x8 grid. It's a top down game like pacman but there are no walls. So, pacman is moving along 1 pixel at a time but when the player presses RIGHT how do we only move right when Pacman is exactly in the middle of a tile?

I don't want to use collisions to squeeze a 16x16 box through a gap - is there another way to do it?


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