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Topics - foxdeltagames

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Action Requests / Nav Mesh. Random location.
« on: November 21, 2015, 10:55:08 PM »
Hey guys, is there a way to make an action for a nav mesh agent to get a random location on nv mesh? The action can have options that lets you set a radius on how far the agent can pick the random location, and also store the random location in a vector 3 variable.

Thanks guys.

Playmaker Tutorials / Quick AI Pathfinding
« on: August 07, 2015, 07:45:52 PM »
Hey guys.

I made a quick video for a friend, but I want to share it with everyone else as well. In this video; I will show you how to quickly set up pathfinding/ AI to make an object move to the player using the Unity NavMesh Playmaker Actions.

please note there are a tiny bit of spelling errors in the video.

again this is a quick video to quickly set things up for a simple AI, so knowledge on how to use Unity is must.

I will make a full vocal video explaining each step later on when I have time.


Action Requests / Update mouse pick
« on: June 03, 2015, 10:20:28 PM »
Can there be a new update on mouse pick event;
So its similar to Raycast 2, like add store no hit/ miss and what not. I believe it will be a really useful action. It will make making shooting games a lot easier.

If there is a existing action, may soemone please point me to that action.

Thanks a ton guys.

Work In Progress... / New Era: Mechanized Comabt, WIP Indie Title
« on: April 06, 2015, 09:03:46 PM »
Hey guys, finally I think it’s time to show some work in progress of my project called “New Era: Mechanized Combat” (NE:MC/ New Era). I been working on the project for a year now. Most of the time been learning Playmaker, and I’m glad to say that the project is 99% made using Playmaker. I am only using one script that is custom made in C#.

New Era is a mech combat game putting it short. you pilot a number of mechs to complete your missions throughout a single player campaign. The game will have a story behind it which is still being worked on. Right now I am working on making all the mechanics for the game before I get start with levels and objectives.

I do have plans for the future for this game if gets popular enough to justify a next game. Right now with my skill level, and the amount of time I have (my wife and I are expecting a baby); the game WILL be limited in what features it will have, but I will do my best in adding as much features as I can to the game. Over all I am looking to release this game on PC ( Windows) Stand alone, and if possible Mac OS, and Linux

Well Here 2 screenshots of the game’s Mech Hanger/ Loadout Screen. Right now I am using Unity 5. The new UI tools are very useful, and really easy to use. I will take more screenshots of the game and upload them soon, and make a video.

Besides screenshots, and videos I did make a very early build of the game as a small sneak peek of the project early stages. As stated before I am looking to make this game on Windows stand alone, so a web player is not possible because I am not developing for a web platform, so you will need to download the game and run it. 16:9 is the recommended aspect ratio in full screen.

Hope you everyone enjoys. Let me know what you think.

Fox Delta Games.


Game build download link

Feature Requests / Categorize Global varibles
« on: March 20, 2015, 11:15:30 AM »
So I been using PkayMaker for over a year. I love everything about it.

I was wondering if you can make a system that allows Global Variables to be categorize in any number of list.

For example in my project I use global variables for the whole level such as the player health, the player object.

I do have some game object that also uses a few global variables to make things work, but its coming to a point that the global variable list is getting to unorganized. So allowing us to put global variables in lists so we can liable these list to keep things organized.

Thanks guys.

Hey guys, I just made my very first Playmaker tutorial. I cover on how to make a object fly acting as the bullet, and make it spawn by using the left mouse button. I will show how to make a handgun system also a automatic weapon system.

So I hope everyone enjoys, and I hope my method of making bullets work for you.

Action Requests / Limit Look at Rotation[SOLVED]
« on: August 01, 2014, 03:27:21 PM »
Hi guys, I was am wondering if this request can done.

Is there a way to make a rotation limit to "look at" or "Smooth look at"?
It will be the same as both actions, but gives the user a option to put a limit on the Y, X, and Z axis.

For example, for my mech game I need the mech head to look at the player, but as the way it is right now. it will look at the player while rotating a whole 360. In my game I need the mech's head to only do 180 turns from left to right.

and maybe have store float options.

Thanks guys.

Playmaker Help / help with gravity on character
« on: May 18, 2014, 10:28:12 PM »
Hey guys. I need a bit of help on a new other problem. I been trying to figure out how to make a object not fall trough the terrain and stop making it float.

 The object has a character controller because the player will control it. The thing is at first it stays in the same height regardless of the terrain, it seems like its floating.

I applied a rigiditbody to the object, but when I pick "use gravity" the object fall through the terrain. When I turn off "Use Gravity" and select "is Kenematic" the object stays floating.

Now I used a capsule object and applied the character controller to it, and turned off the capsule collider. Reason is when I used "Control a simple move" with out a rigditbody its seems like the capsule collier, and character controller conflict by not letting the object move at all. But the Object dose fall on to the terrain.

Now if I apply a rigditbody to the object with the capsule collier and character controller, the object is set to a high altitude and is like launched to forward and it lands and slides on the terrain, and if I press the forward Key (W) again, it does the same thing. It goes up and luacnhed forward till it lands.

Please help,
and thanks in advance.

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