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Topics - MattyWS

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1
Work In Progress... / Ricochet Remake
« on: February 28, 2018, 08:43:01 AM »
Hi all,  so long story short, I made a game 3 years ago, abandoned it because of a huge bug I couldn't solve at the time and now started from scratch a couple weeks ago because I no longer have the old project on my PC.

While the remake is not yet released, here is some early footage of a test level showcasing portals!



https://youtu.be/N9DqO-jlc1Q

2
Playmaker Help / uGUI debug showing "state 1" on click[SOLVED]
« on: February 28, 2018, 06:37:47 AM »
Hi, has anyone else had an issue where a 'state 1' debug label would show up in the center of the scene when a uGui button is clicked on using "OnClick"? I have 3 buttons at the end of my level and they all do this despite none of my playmaker actions in the whole game having a state1 (I name them all). I doubled checked as well.

Any ideas? I have a Playmaker UGui prefab in the scene and the buttons have the "Play Maker u Gui Component Proxy (script)" component on them.

On top of that, all my playmaker FSM's have debug off

3
Action Requests / GetTagCountFloat
« on: February 27, 2018, 02:13:33 PM »
It was a super quick edit from me but I needed to get a tag count and do maths with it, the action currently was an INT so I changed a few lines to make it a float. Figured I'd mention it here, maybe it can be added later or something.

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.GameObject)]
[Tooltip("Gets the number of Game Objects in the scene with the specified Tag. Uses Float")]
public class GetTagCountFloat : FsmStateAction
{
[UIHint(UIHint.Tag)]
public FsmString tag;
[RequiredField]
[UIHint(UIHint.Variable)]
public FsmFloat storeResult;

public override void Reset()
{
tag = "Untagged";
storeResult = null;
}

public override void OnEnter()
{
GameObject[] gos = GameObject.FindGameObjectsWithTag(tag.Value);

if (storeResult != null)
storeResult.Value = gos != null ? gos.Length : 0;

Finish();
}
}
}

My reason for this was that I needed to get a count of every star in my scene,  "StarCount" and then compare with the amount of stars collected at the end of the level "StarsCollected" so I could work out a percentage at the end of how many the player collected (StarsCollected / StartCount x 100). I couldn't do this with an INT.

4
Playmaker Help / Path-o-logic Pool manager spawning[SOLVED]
« on: February 26, 2018, 06:12:52 AM »
Hi,

I've used this many years ago but for the life of me now I can't seem to figure out how I went about it. Basically, I have my pool object in the scene that creates 100 of the the objects (a particle called StarHitParticle) and I want to use playmaker to spawn this particle, the idea is I have a star prefab, if it collides with the player it should spawn the particle and then kill it's self.

The issue I'm having is how Pmt spawn action works, it asks for a game object to spawn, but I cannot give it the game object until the game runs and the pool manager creates them. Am I missing something? I don't recall this issue before and I certainly used playmaker and the pool manager to my advantage, but have since lost the project I used it in so I cant take a look. :(

5
Playmaker Help / Moving an object accurately one unit at any speed[SOLVED]
« on: February 15, 2018, 01:38:28 PM »
Hi!

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;

https://play.google.com/store/apps/details?id=com.EarlyGames.Ricochet&hl=en

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

Thanks,
MattyWS

6
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

https://play.google.com/store/apps/details?id=com.EarlyGames.SuperCube


7
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!

https://drive.google.com/open?id=0ByZJXQCtXskMb1pIQ043Wl9iT1k&authuser=0

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








8
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?

9
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. :)

https://play.google.com/store/apps/details?id=com.EarlyGames.Ricochet

10
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?

https://dl.dropboxusercontent.com/u/22767076/JumpTest.zip

11
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. =)

https://www.assetstore.unity3d.com/en/#!/publisher/2419

12
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.

https://www.assetstore.unity3d.com/en/#!/content/17943

13
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. :)

14
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?

15
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.

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