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Topics - tobbeo

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1
Action Requests / Spritemanager2 (SM2) Actions: Available to everyone
« on: June 28, 2011, 04:43:52 PM »
I don't have any time at the moment but in August I am taking a bit over a month off to focus on my game. My game uses Spritemanager quite a bit, and so far I am controlling it all through script. However, I'd be willing to pay someone (neg. depending on exactly how many actions it would add up to) to create these custom actions for me so that they are ready by the time my time off work starts. This way I can keep creating at the speed that PM allows me to without having to write up the actions myself (and I am not a great scripter). I'd need these done by August 8th. There might be other custom actions I would like as well, but I would pay another fee for that.

Added benefit is that I would share these actions with the community for free so you while you'll get some extra cash you'd also help out the Playmaker community. I just want a comprehensive set of actions to control the various parameters in SM2. I'll specify a list to the person that would be interested. Basically it would be being able to specify what animation to play, set what frames to play between, play backwards or forwards, loop types, plane, winding, color, width/height... that's roughly it, I'd have to think if there's anything I am missing.

PS. I am aware of the Spritemanager action that is out there. It doesn't do nearly enough unfortunately, though it is a great starting point.

2
I'm very much looking forward to the garbage collecting being fixed as well as copying actions. I know there's a lot of other features that you've mentioned but I was wondering how many features are you going to implement before you release the next version? I don't need a date or anything, but are we talking 1 week, a few weeks, a month or, please no, a few months?

Copying actions is a feature I miss constantly! All the other features are important too, but that one is one that I miss all the time.

3
Share New Actions / FloatSubtract
« on: April 10, 2011, 05:21:23 PM »
Very simple "FloatSubtract" action as requested by fis.

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2011. All rights reserved.
// Simple custom action by Tobbe Olsson - www.tobbeo.net

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Math)]
[Tooltip("Adds a value to a Float Variable.")]
public class FloatSubtract : FsmStateAction
{
[RequiredField]
[UIHint(UIHint.Variable)]
public FsmFloat floatVariable;
[RequiredField]
public FsmFloat subtract;
public bool everyFrame;
public bool perSecond;

public override void Reset()
{
floatVariable = null;
subtract = null;
everyFrame = false;
perSecond = false;
}

public override void OnEnter()
{
DoFloatSubtract();

if (!everyFrame)
Finish();
}

public override void OnUpdate()
{
DoFloatSubtract();
}

void DoFloatSubtract()
{
if (!perSecond)
floatVariable.Value -= subtract.Value;
else
floatVariable.Value -= subtract.Value * Time.deltaTime;
}
}
}

4

To have an overview graph of all your FSM's in one graph (without the states) but perhaps showing a connection line if certain FSMs relate to other FSMs through sending/getting variables. I can make a photoshop mockup if it doesn't make sense. The more FSM's I create the more I feel that this would be necessary and useful. If I name my FSMs well then an overview would really help me jump around all the FSMs in my project. Then if I want to edit one FSM I double click on it and it brings me to that FSM.

I have other organization ideas too, like the way the connection lines work between states. In Nuke (high end compositing package) you can add a point in the middle of the connection line between the states so you can control the flow of the lines a bit more. Again I can provide a screenshot if that would help. At the moment I don't feel like I can always control my states the way I'd like to in order to make the FSM appear clean.

Keep up the great work!

5
Action Requests / "Noise" Action
« on: April 03, 2011, 01:49:45 AM »
In 3dsmax, the 3D package I use in my work, there's a great controller called a "noise float". Basically what I would want is to be able to control a value over time in an interpolated random fashion similar to the screen-shot I posted below. If this could be implemented as a float and maybe int (though I guess you could use convert the float to int if you needed to) that would be a bonus.

6
Feature Requests / Copy actions
« on: April 03, 2011, 01:36:28 AM »
Hi,

I find myself re-doing the same actions quite often and would to have the ability to copy one action and then paste it in another state. This is different than saving a whole state or FSM, but just the action and its values. Also being able to copy just a single state with included actions would greatly speed up workflow.

Really looking forward to 1.1! I hope it's released soooon :).

Tobbe

7
I think this should be an option when you load a template, "do you want to create the variables used from the saved template"?

Sometimes you have a lot of variables and it's a bit of a pain to re-create all the variables. Even better would be if you would be given the choice to add a prefix in case you want this new FSM's variables to be distinctive.

8
Action Requests / Sprite Manager 2
« on: March 27, 2011, 02:22:27 AM »

9
Action Requests / iTween and EZ Gui
« on: March 27, 2011, 01:50:27 AM »
These two are at the very top of my list :). I am trying to see if I can do some myself but I got limited time and I'm not a very experienced coder.

10
Playmaker Help / [solved] How to make custom actions
« on: March 26, 2011, 01:37:59 AM »
I would love to start being able to create my own custom actions, and I was wondering if you could explain it to someone who knows C# coding a bit but is far from proficient at it. I've look at the Actions and tried to figure out by myself but I was hoping you could provide a very basic example explaining how each part works. Here's an example bit of code I would like to make into an action:

Code: [Select]
GetComponent<MeshRenderer>().material.renderQueue +=1 // Higher the value the later it will be rendered. (C Mono only)
I use this in my 2D game to set which objects gets rendered in what order. It works great and I would love to create an action out of this. If I understand how it works, maybe I could start creating some iTween actions as well. In the action above I would like to be able to specify a gameobject (or use the owner of the script) and then set it layer order.

Another example I'd like to put in as an action, I could be wrong but don't think it's available, is this:

Code: [Select]
for (int i = 0; i < int_variable; i++)
{
Do Action "int_variable" times;
}

This would be cleaner than doing a float/int compare action. If you could explain a couple of examples of how to turn two pieces of code like this into actions, I could start producing actions of my own that I would share with the community.

And lastly, what about an iTween action so maybe I could start on some that I would like to use? Maybe this one to get me started:

Code: [Select]
iTween.ValueTo(GameObject target, Hashtable args)

// Example below

iTween.ValueTo(gameObject,{"from":score,"to":score+bonus,"time":.6,"onUpdate":"UpdateScoreDisplay"}) // complete Hashtable args available here: http://itween.pixelplacement.com/documentation.php#ValueTo


Teach a man how to fish! :) Thank you in case you have the time to help!

Tobbe

(Don't know why the text in the CODE tags appear so small...)

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