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1
User Showcase / SUPERTRUMPMAN - defense survival [Android]
« on: October 17, 2016, 01:37:53 AM »
(Moving this from "wip" to here, since it's finished)

here is my newest game:

SUPERTRUMPMAN : Patriot Fists of Truth.



IT's DONE AND OUT!
for free of course:

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





Right after "I am Blondi" the underrated Hitlers dog sim: http://hutonggames.com/playmakerforum/index.php?topic=12993.0


FLUFF:
We all believed that moving the White House to the 51st state (the recently annexed moon) would finally deter the vile enemies of America from trying to grab what they envy most:  President Trump's luscious, patriotic mane!

But the liberals lied again big league! And now it's upon you warriors of truth to help your glorious president defend the USA from all the nightmarish horrors that approach.
 
Aided by your trusty gold plated double barrel plasma rifle you are ready to blast anything and everything that dares to look your way. For the vicious enemies of the American Dream are legion: Zombie hairdresser wrestlers from beyond the wall, flying evil unicorn pinatas, and the very worst of them all: All-you-can-eat taco plates!


MECHANICS:
This is a defense/reaction game. Fast moving hordes upon hordes of various enemies storm towards you from multiple directions and you shoot them down by pressing fire buttons according to direction of attack.

Should they ever reach your beautiful White House concrete wall: Game over.
To win: blast everything that moves until the level countdown runs out. But watch your temper! Button mashing will drop your approval rating and inevitably lead to a game over as well.

Fortunately, you can upgrade your awesome arsenal of awesome with ingame points, to help you defend the American Dream once again.

FEATURES:
- 50 ever increasing power awesome mega levels.
- 3 types of tremendously vicious enemies.
- Huge boss rounds with huge boss enemies.
- 2 types of awesome weapons (plasma rifle and celebrity charisma attack).
- Bargain in-game shop with massive buffs and upgrades (no real money involved).
- Comes with unique retro cartoon art style - FREE OF CHARGE!

What are you waiting for? Go make America awesome again!

TECH:
I am using Playmaker for nearly all my games. I only did an Android version, cos  Apple generally rejects all my games anyway (which I see as a compliment)  :)

ART/ILLUSTRATION STYLE:
I tried to go full retard on this one.  I put in as many stars and stripes as I could stuff in, without distracting too much from the game play. There's assault rifles, piles of money, gold plated everything, Reagan style star spangled banner cowboy jackets and screaming Donalds all over the place.

DEV STATUS:
The full version got BANNED after just 1h, the free version is still available. (no idea why it got banned, as this is obviously a parody game, where there is neither any "hate speech", nor any depiction of violence against actual people for).

Tell me what you think!

Here's some candy:

GAMESTAGE with enemy nr. 1


SCORE SCREEN:


SHOOTING ANIM:


MORE GAME STAGE:


UPGRADE SHOP:


BOSS ENEMY:


2
Work In Progress... / "Supertrumpman" - defense survival - Android
« on: August 17, 2016, 10:17:31 AM »
Folks, here is my newest game:

SUPERTRUMPMAN : Patriot Fists of Truth.



IT's DONE AND OUT!
for free of course:

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





Right after "I am Blondi" the underrated Hitlers dog sim: http://hutonggames.com/playmakerforum/index.php?topic=12993.0

I am going to call it "the most accurate depiction of Donald Trump, both supporters and critics can wholeheartedly agree on"  :)

CONCEPT:
We all believed that moving the White House to the 51st state (the recently annexed moon) would finally deter the vile enemies of America from trying to grab what they envy most:  President Trump's luscious, patriotic mane!

But the liberals lied again big league! And now it's upon you warriors of truth to help your glorious president defend the USA from all the nightmarish horrors that approach.
 
Aided by your trusty gold plated double barrel plasma rifle you are ready to blast anything and everything that dares to look your way. For the vicious enemies of the American Dream are legion: Zombie hairdresser wrestlers from beyond the wall, flying evil unicorn pinatas, and the very worst of them all: All-you-can-eat taco plates!


MECHANICS:
This is a defense/reaction game. Fast moving hordes upon hordes of various enemies storm towards you from multiple directions and you shoot them down by pressing fire buttons according to direction of attack.

Should they ever reach your beautiful White House concrete wall: Game over.
To win: blast everything that moves until the level countdown runs out. But watch your temper! Button mashing will drop your approval rating and inevitably lead to a game over as well.

Fortunately, you can upgrade your awesome arsenal of awesome with ingame points, to help you defend America once again.

FEATURES:
- 50 ever increasing power awesome levels.
- 3 types of tremendously vicious enemies.
- Huge boss rounds with huge boss enemies.
- 2 types of awesome weapons (plasma rifle and charisma celebrity attack).
- Bargain in-game shop with massive buffs and upgrades (no real money involved).
- Comes with unique retro cartoon art style - FREE OF CHARGE!

And anyone who says this suspiciously looks like a dirty rip off of another game I made, is most likely a lying democrat  ;)


TECH:
This game is made with Unity and Playmaker. I am doing the Android version first, cos I have a strong feeling Apple will -as usual- reject this anyway.

DEV STATUS:
It's done. however, APK compilation suddenly started throwing some tantrums, for no reason, as usual...

ART/ILLUSTRATION STYLE:
I tried to go full retard on this one.  I put in as many stars and stripes as I could stuff in, without distracting too much from the game play. There's assault rifles, piles of money, gold plated everything, Reagan style star spangled banner cowboy jackets and screaming Donalds all over the place.

Tell me what you think!

Here's some candy:



GAMESTAGE with enemy nr. 1


Close up of heroic Donald:












3
User Showcase / "I am Blondi" - Hitler's dog sim.
« on: June 13, 2016, 03:55:52 AM »
Hi,

here's my next game :
"I am Blondi"

https://play.google.com/store/apps/details?id=com.kabukikat.iamblondi

In this one here you are the world most famous dog nobody knows.
And your master is the world's most notorious ultra super evil super villain.

Your master throws you an endless stream of fast moving treats right in your face, and being a dog (with no political agenda btw) you just want to eat it all (aka try to click on them all before they disappear).

However -cos it's Hitler- he also throws occasional hand grenades for no apparent reason. If you happen to eat one by accident; game over.

Any treat you miss will darken the master's mood (game health bar).
Fortunately, his random anger tantrums can easily be appeased by cowering in supplication (press and hold the "beg" button), and if you keep at it until he has reasonably calmed down, you'll regain his benevolence (health replenish).

Requires multitasking awareness and fast reaction skills.

FEATURES:
- exponential difficulty increase.
- endless game.
- sadly, no leaderboard, but also no ads!
- totally free.
- no android permissions crap.
- iOS version on the way.


NB: this is not meant to be an offensive game. No dubious imagery or symbols or names are used in this game - and no one dies either.


here's a dev log of sorts:
http://hutonggames.com/playmakerforum/index.php?topic=12288.0

and more on twitter:
https://twitter.com/CubicleCat

and here are some pics:

basic gameplay anim:








4
Hi,

I am having the same problem as this guy here:
http://hutonggames.com/playmakerforum/index.php?topic=9710.msg47719#msg47719

for an android build the set property actions for font are working fine.
on IOS neither font size nor X or Y offset are working.  :(

Unity 5.3.2
newest playmaker.
testeed on ios 7.1, iphone 4.

any help appreciated!

5
Hi,

here's my next game after "cubicle cat superstar"
(http://hutonggames.com/playmakerforum/index.php?topic=10860.0)

In this one here you are the world most famous dog nobody knows.
And your master is the world's most notorious ultra super evil super villain.

Your master throws you an endless stream of fast moving treats right in your face, and being a dog (with no political agenda btw.) you just want to eat it all (click on it).
However, cos it's Hitler, he also tries to kill you for no apparent reason and throws you occasional hand grenades in your face as well, which you have to slap away, or else you die. and if you happen to eat one by accident; game over as well.

Stupid as I am, I did ALL the graphics BEFORE even setting up a playable prototype to test if this idea is playable at all.
but hey; when u get carried away ...  :)

however: it's playable by now and seems to be working okayish. I'm gonna implement:
- exponentially increasing spawn amount and movement speed.
- a "master's mood" bar which keeps ur challenge up.
-  and some "random fit" mechanic that requires you to cower and beg for as long as your evil master bitches and screams at you (for no reason of course).

here are some interface  and game stage screenshots:

let me know what you think!

pics attached:
main menu
game stage
score screen

PS: I'm doing a devlog on twitter, in case anyone is interested:
https://twitter.com/CubicleCat

6
User Showcase / Cubicle Cat Superstar! (IOS, Android)
« on: August 01, 2015, 12:39:29 AM »
Good morning, fellow game creators!
I finally finished my game and I am proud to share the power of PlayMaker.
I used about 250 to 300 hours on this (coding, art stuff, testing and tweaking). This includes wasting about 60hours with struggling to get Google Play Services to work.
I have posted the "master FSM" as well, so you can see how I set up the whole thing

STORYFLUFF:
In "Cubicle Cat Superstar" you are a fat, blue, Japanese office cat, working all night in your sweaty cubicle. However, the blissful prospect of a karaoke booth at 4:00 AM is ever further away, as there are millions of donuts and other unhealthy distractions preventing you from getting your work done.

gameplay trailer:
https://www.youtube.com/watch?v=ur3_5Gr5N1E

free for android:
https://play.google.com/store/apps/details?id=com.kabukikat.cubiclecat

free for IOS:
https://itunes.apple.com/app/cubicle-cat-superstar/id999742139

GAME MECHANICS:
The game is a fast paced reaction/defense/survival thing, where you shoot down fast approaching donuts, cookies and lumbering cup cakes by pressing fire buttons according to direction of attack. the whole thing is split into timer based survival rounds. should any donut hit your cubicle, you are obliged to eat it, and thus: game over.
In the end its all about multi tasking and attention focus.
There are power upgrades, buffs, online leaderboard and ever increasing difficulty levels.


DEVELOPMENT OBSERVATIONS SHARING:


The good:
- Playmaker performance is fantastic. granted, I only use 4 FSMs, but my game runs with only 13 drawcalls. And I never had any performance issues (ok, its not a 3D game :-))

The bad:
- Not having multidimensional arrays in playmaker is real real drawback. the workarounds for this are ridiculous.
- setting up basic conditional loops in playmaker, which would be 6 chars in a single C script, is terrible.
- some random "Audio Play" action bug which I just never could solve.

- version control:
This was the biggest bitch with this project. especially when there are 4 unity project folders (Android free, paid, IOS free, paid). I tried to keep it all in 1 project, as 9slice GUI scaling is the same for all devices and platforms. However, the multitude of plugins needed for Google Game Services, advertizing, iOS game center and such kept clashing when compiling.
I used Stans Assets for Android Native and IOS game center. While I can recommend the IOS plugin as fairly easy to use, the Android Native plugin is quite a headache.

this has more to do with the next beef I had:

Google Play Services:
my god, what a nightmare! just setting up a leaderboard requires 5 hours of creating a multitude of authentication keys and crosslinking to APIs so deeply buried in Google's muddled website, it is a legit reason to kill yourself.
A miracle Apple Game Center is such a breeze to set up. ironic, since the 3rd worst problem was:

Xcode hell:
developing in windows and compiling in xcode on a mac is not recommended I found out. Whether if its a filesystem incompatibility, or a bug in Unity, I don't know. But you can skip a multitude of bizarre problems if you move Unity to Mac. So I developed my game on a 11" Macbook Air, which due to the screen size is another fun story altogether. However, compilation in Xcode is much easier.

Unity 5 vs Unity 4.6:
I started in 4.6 and moved to 5. bad mistake. Unity 5 is still too buggy for mobile development. I had 489 xcode errors. I managed to fix 8. and then I had to throw the towel and go back to Unity 4.6.

Android vs IOS performance observations:

- Disc write lag.
I use Easy Save 2 (no encryption), and the slowdown on IOS is up to 0,5 seconds lag when writing 17 variables to disc.

- build file size: IOS ipa: 53MB, Android apk 16MB.
This is aparently a texture compression issue. ios uses PVRTC compression, which I found to be a terribly ugly quality loss. Android ETC1 compression is much, much better. Thus, IOS converts your carefully tweaked texture atlas into something uncompressed. And behold, your game just bloated 300%.

- Audio playback:
Android seems to have a delayed play lag for any audio (streamed, pooled etc), which seemingly cannot be fixed. This is really annoying for fast games.

I hope I shared some useful observations. I made another game in AS3 Flash before, and I found Playmaker a true vacation ride compared to coding from scratch. Albeit there are some efficiency drawbacks.

If any of you want to try out the game, feel free to give me feedback for improvement!

7
Hi,
this particular problem I am having on and off, all of a sudden it works, then -for no reason I have it again. Unity 4.6. IOS target.

I have a game object with an audio source attached. From another game object FSM I call Audio Play to a GO variable, linked to the audio source GO.
this action I use several times within the same FSM, on several objects. mostly works.
except sometimes, every 2 weeks or so, ONE of these actions just stop the entire state stack execution, as if its waiting for audio play completion or some return from something. (the audio is playing, the action just doesnt exit)

I tried:
delete action, reapply-
reinstall playmaker-
update playmaker to latest.
put action in different states.
switch game audio source GO with some other audiosource GO (that is working fine in other states with the "Audio Play" action").
out some other Action in front and / or after.
check "finished" paramter in Audio action, on and off.
set "on shot clip" to "none"
leave "one shot Clip" as is. (empty).
moved project from windows to mac.

nothing works. in the end,I have to put the "broken" Audio Play action at the very end of my state chain, since it can freeze all it wants there, which is a very ugly and inflexible work around,

what can I do? :-( :(

8
iOS Help / GUI text "set property" (offset) action not working on ios
« on: July 03, 2015, 05:29:26 PM »
Hi.

this may be a xcode problem, but since the "set property" action is the only way of doing this for me, I'll post here :)

Unity 4.6 (Mac)
setting the offset in the inspector works when compiled to device (iphone 4, iOS 7.1).
but the "set property" action doesnt seem to register when running on the iphone, as I dont get even an error message from xcode either.

The set property (offset) action works fine on PC/android.

Anyone having a similar problem?
:(

9
Android Help / why is APPLICATION PAUSE always firing at startup?
« on: May 21, 2015, 03:28:44 AM »
Hi,
i have a curious problem here.

When I run the game (both as app on device, or the unity player on desktop) the game initializes, the primary FSM triggers the "START" state, and then all of a sudden it fires "APPLICATION PAUSE" without finishing running through the states that are connected to the startup/init routine.

The "APPLICATION PAUSE" event is caught in the same FSM by another state that handles my pause function.

I implemented a nasty workaround that loops back to the start state chain, when the app is initializing via a bool test.  - But that's not really an acceptable solution.

So my question is: why is "APPLICATION PAUSE" automatically triggered while initializing all the time? Is this "normal" Android app behavior? or is there something else wrong with my project/the unity editor or anything abnormal?

10
Playmaker Help / Eeasy Save 2 - saving multiple arrays problem
« on: September 26, 2014, 06:17:56 AM »
Hi,

I have 2 arrays (components) attached to a game object. I can read and write data into and from these arrays just fine. (I have the newest playmaker, easy save, arraymaker and datamaker plugins).

When I use the "Array List Easy Save" action and setup the action with the array reference and a unique tag it saves fine to the easy save text file.

But when I try to save a second array in the same state (with its own "unique tag" and reference string), all data in the easy save text file just gets completely overwritten.
so basically, I can only save 1 array to the easy save text file.

This can't be right, no?
How can I save several arrays in the same easy save text file??

thanks in advance (been ripping my hair out over this for days now)

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