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Topics - Thyriax

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1
Work In Progress... / UnderWater Adventure
« on: August 10, 2015, 12:51:51 AM »

Hi !

It's time for me to show you my new game.
It's been a long time that i've been working on this, and i think have a couple of weeks of work on it.

Purpose of this game is very simple, you control a little sub in the abyss, searching for ingots. Once you got all of them, go back to surface. Easy !

But, it's not a simple journey in the depths. You'll be facing enemies and twisted mechanisms to slow down your quest.

To help you, you'll have to use your grappling hook, and some differents types of barrels with their own properties.

Each level must be finish in a defined time to have a score bonus, but without real consequence in the game because only global time will be calculated.

Each level will be replayable when you finish the game.

The game have 10 levels, which the difficulty rises gradually.

During this week, i'll send my game to Steam Greenlight. Stay tuned!

If you have questions, don't hesitate !

Bye!

https://www.youtube.com/watch?v=i3Zi2EG5XwA




2
Playmaker Help / [SOLVED] adding time to timer ?
« on: July 06, 2015, 01:06:36 AM »
hi !
Let's me explain my problem.
i want to add a saving float to the timer at the beginning of level, and let's timer go from this float.
This saving float is a float from a saving game.
But when the level is loaded, the timer don't add the saving float and start to 0.
I've try to add some float within game from another fsm, but didn't work. The timer go as usual.

or more simply, how can i add float to a timer?
Thanks for your help

3
Playmaker Help / Skinned Mesh, bones and FSM behaviour
« on: June 09, 2015, 06:06:20 AM »
Hello there,

I'm stuck with a problem between animation and FSM.

First, i've made a "bobbit worm" (or sort of). He's skinned and animated with XSI.
In Unity, the mesh is ok, and anim too. All is good. (Have Idle and Attack animation)

Second, i've made an FSM , with the behavior of "look at" target .
I've put some configurable joints on his spine. And it's work great !

But, when i want to mix both (animation and behavior "look at"), the skinned animation is taking over.

I've try to use "Animate physics" on the Animation component, but it doesn't work at all.

How can i resolve this problem? Is there an order to respect in the construction of FSM?

Thanks for your help!

4
User Showcase / BeamSlider
« on: May 22, 2014, 05:07:24 AM »


Hello !


Let me introduce you my first game : BeamSlider.


It's a remake of an old game released in 1983/1984 : BeamRider.

The plot is simple : Kill enemies and save the Earth ! (script for next Michael Bay's movie..)

The hame got 50 levels with difficulty rising higher and higher.

There're 5 Boss and so 5 bonus level named « Trench ».

No fancy bonus, no superpowered missiles, just yourself and your reflex !

Keyboard and controllers supported  (See in game menu for controls)

Well, have fun like i was to building this game.

Don't hesitate for sharing your scores !

Make wih Unity 3d Free, PlayMaker for the « code », LMMS for the musique.

DL : http://www.torii-games.com/games/beamslider/beamslider.zip






http://www.torii-games.com

5
Playmaker Help / Spawn a specific number of enemies [SOLVED]
« on: November 05, 2013, 08:01:20 AM »
Hello there !
I'm working on an old 8bits classic games using Playmaker and i'm stuck with spawning enemies.
I have to build a wave of 15 enemies, spawning by 3 empty gameObject.
There can be only 3 enemies on screen only.
I've already build the countdown of enemies with an IntCompare but i would like to spawn a new enemy each time an enemy was killed (in my case, they're disable, not destroyed).
At this time, i've several problem to build the correct FSM.
I've put Prefab(enemy) on a Global Variable and store it on a "Create Object" action. The integer (number of enemies) was store in a Global Variable too.

How can i solve this problem ?
Thanks for help! :)

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