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Topics - MattyWS

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Playmaker Help / Moving an object accurately one unit at any speed
« on: February 15, 2018, 01:38:28 PM »

This isn't so much me asking for help, in fact it's the opposite. A long time ago I made a game in a weekend using playmaker for fun called Ricochet. It's on the android store here;

However I abandoned the project before making more levels because of a game breaking bug. I was using physics on the ball to move it, initially and using collisions with the bars and the ball to make the ball bounce. At first I thought this was a solid way of doing it. What could go wrong? The bar was exactly 45 degrees and the ball starts off aligned to an imaginary grid with the bars, everything was placed perfectly.

Well, the ball would very rarely not collide exactly on time with the bars and would eventually become offset, which would then make the ball collide incorrectly and it would bounce off at a random angle. I was a noob at the time so this was a big problem I couldn't solve.

Enter today! I was thinking about the project today and it clicked, I could just manually move the ball exactly 1 unit, check whats there then move 1 unit accordingly, repeat. This removes physics in favour of just using translate. I'd move the ball for 0.5 seconds at a speed of 2 if I wanted it to be double the speed. Unfortunately for me once again, this wasn't accurate. As it turns out the ball would sometimes stop too late, becoming slightly offset once again. :(

My next attempt was to look for something other than moving it with physics or translate so I tried a using iTween actions and BAM! No matter how fast I wanted to make the ball, it would move exactly 1 unit, do it's check then move again accordingly. It all happens instantly so the ball looks like it's smoothly moving. So I've solved the issue (mind you I need to start my project again as I no longer have that project on my pc).

I guess my main point in this thread is for one, to help others come to the same realisation that using standard methods to move objects in Unity are flawed and inaccurate. And secondly, I guess I want to ask why they're inaccurate? How have other people done similar things without noticing this flaw?

Anyway, expect to see Ricochet 2 released on PC in the future. :) Pure Playmaker game. Now that I've become a little more educated on game design I will also strive to make the game a little more balanced with difficulty, since almost everyone stopped playing around level 6-9 due to my ramp in difficulty throughout the 27 levels. :P


User Showcase / Super Cube!
« on: June 14, 2015, 02:41:19 AM »
Hey guys, I've released a game fully using Playmaker on Android! It's a ZigZag/SuperHexagon hybrid. It's also my first game using leaderboards and achievements so I'm looking forward to seeing everyones high scores! :D

Work In Progress... / Super Cube!
« on: May 27, 2015, 05:32:57 PM »
(For android)

I took inspiration from a couple of games and made a fast paced rhythm game! I say rhythm but it's actually just nice music while you play a fast paced game (like super hexagon). Link below to my test build! So far this is only a couple of days into development and there's plenty for me to do to improve and expand on but I think people will love it. Tell me what ya'll think!

I used playmaker entirely for this. I also used Pool Manager 5 for the spawning and despawnign of the randomly generated level.

Action Requests / Blend between material colours
« on: May 22, 2015, 12:32:43 PM »
Hello! I was wondering if it were possible for an action to fade a materials colour to another colour of your choice over a set time of your choice.. Is this easy? I wouldn't know where to start on this one. :(

Also on a similar note is it easily done with light colours too?

User Showcase / Ricochet! (Android)
« on: May 14, 2015, 09:18:23 AM »
So I made a small game for Android for fun. Currently only 9 levels but I do have plans for more as with any puzzle game. I'm hoping to get into the hundreds with updates. I made this one by myself in Unity. I purposefully made the last level to show how much harder it could get. :)

The plan for extra features will include crazy stuff like multiple balls from the start, teleport nodes, unavoidable buttons to spawn more balls, laser beams that switch on and off, moving enemies etc. For now though, just the 9 levels. :P

Also yes, it's a paid app.. I didn't want to put ads in. Obviously I used Playmaker for this, but also Mad Level Manager. I've made and sold many themes for Mad Level Manager including the theme I used to make this game. :)

Playmaker Help / Testing velocity2D not working
« on: January 28, 2015, 07:08:19 PM »
Hello! I've linked to a FSM template below that should be all means be working but doesn't. Basically it's a velocity check, I want to be able to test if a character has a velocity and if it does, not jump, if it doesn't jump. I'm out of ideas on this maybe it's something silly, I just need a fresh pair of eyes I think. Can anyone help?

Action Requests / SOOMLA assets
« on: January 14, 2015, 12:24:10 AM »
This seems like a promising set of free tools for integrating social media and IAP with mobile games. May be worth investing in. =)!/publisher/2419

Action Requests / Apex Pathfinding actions?
« on: August 08, 2014, 07:03:34 PM »
I'm wondering if there was any thoughts on actions for this pathfinding package? It's starting to get popular now. =) I'm not particularly sure on how easy it'd be but I don't want to use Navmesh anymore.!/content/17943

Playmaker Help / RTS selection/movement with NavMesh
« on: March 04, 2014, 07:54:03 PM »
Hello all, I was wondering if there was any kind of example for an RTS style selection and movement system, especially since NavMesh is available in Unity Free. :)

Basically I'm thinking standard RTS style (command and conquer kind of thing). Dragging a box or clicking on units etc to select, then movement by clicking, using the NavMesh system. On PC as the platform of choice.

I know there is already a selection example out there but it's still a bit half baked without movement and I am still a bit of a noob (Don't get much time to play with this sort of thing).

Any help would be awesome, thanks. :)

Playmaker Help / Smooth Follow Action query
« on: November 03, 2013, 04:52:29 AM »
Hello all, I'm trying to keep my project all in one scene for ease in my project, I start off with the main menu and eventually I have a button that loads a prefab of the level into the scene, including the character. I want the camera to follow the character but using the action "Smooth Follow" doesn't work when the object assigned isn't in the scene to begin with. That is to say, it will follow an object if I put it into the scene and then put that one in the action's slot, but it won't follow an object that isn't in the scene to begin with and is spawned later.

Would anyone know a way around this?

Playmaker Help / Playmaker and NGUI
« on: September 01, 2013, 04:07:52 AM »
Hello all, I have both playmaker and NGUI so I chose to buy the playmaker/NGUI script pack on the asset store. Only problem is theres no tutorials on it and the demo scenes that came with it are all broken (missing components on everything). Is there any source of information on this stuff? Has anyone from the playmaker team used it?

I got some stuff to work, like having a variable update the string on an NGUI label, but I'm struggling to find how to do other things like transitions between menus when clicking on buttons etc.

Playmaker Help / Variables in GUI label[SOLVED]
« on: August 28, 2013, 12:33:20 PM »
Hello, I wanted to use a GUI label to show a variable, it seems to have the option in the action but doesn't find any of my variables. Why is this?

Playmaker Help / Action scaling child on prefab
« on: July 30, 2013, 06:00:22 AM »
Hello all, I'm just wondering if there's a simple way to scale a child object on a prefab easily. I wanted to be able to select a tank and have a selection box scale up from 0 to 1 (selection box is just a green square around the base of the tank). Is there a simple way to do this?

Thanks again,

Hello again! I'm trying to write a custom script for an action that I know should work (it's been working fine in normal c# attached to the object). I'm not entirely sure what I'm doing wrong but I'm sure it's just me not understanding playmaker well enough.

The script is as follows;

Code: [Select]
using UnityEngine;
using HutongGames.PlayMaker;

public class BlueBlip : FsmStateAction

public Texture Blip;
Vector3 TargetPosition;
// Code that runs on entering the state.
public override void OnEnter()
TargetPosition = transform.position;

// Code that runs every frame.
public override void OnUpdate()


void OnGUI ()

GUI.DrawTexture(new Rect(transform.position.x/100*150+81, Screen.height-89 -+transform.position.z/100*150, 8, 8), Blip);



and the error I get is as follows

Assets/PlayMaker/Actions/MinimapInfo/BlueBlip.cs(13,34): error CS0103: The name `transform' does not exist in the current context

Would anyone be able to shed some light on what I'm doing wrong here?


Playmaker Help / Create Object action issue [SOLVED]
« on: July 28, 2013, 01:06:08 PM »
Hello all, I'm trying to instantiate a prefab at the location of the object with the action, but when using "Create Object" and setting the spawn point, the object created still spawns at world space 0,0,0. Is this a bug or am I doing something wrong here?

Basically what I'm doing is having a building spawn a tank every 10 seconds, so far so good apart from the spawn location. :(

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