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Topics - DennisJensen

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General Discussion / Ground detection, going through the floor
« on: May 02, 2018, 01:23:22 AM »
Hi PM forum,

We are big fans of the forum and playmaker, our own game is 90% playmaker, KnightOut, which is coming to switch and PC later this year.

I have a problem which I been struggling with back and forth. I need some inputs on this. So basically we use RayCasting for our character, when he is in the air we translate him Y to give him gravity when he moves we translate in X. When we run the game it's running at 60 FPS, smooth and everything is good. However, to prevent our character from penetrating the ground we sat the maximum allowed timestep low to 0.02. He is moving every frame, and that made it possible that he couldn't penetrate the ground/floor but the issue arises when people have a bad computer or where streaming it would maybe run at 30 FPS. Since it's limited to every frame it would run in slow motion. Not great.

So by increasing our maximum allowed timestep and set our translation to fixed update, we are able to get the same speed of the character in 30 fps or 15 fps for that sake. However, we now get the problem of penetrating the ground since our character moves really fast he is able, between frames, to go undetected through the floor.

It's a problem we been having again and again and it would be great to find a proper solution. Right now our distance for ground detection is set to 0.4 which means if it's less he will be on the ground, I could make that higher and in that way minimize the issue but I have a feeling it would still happen. I also did a hard fix, that if the character goes through the ground he will pop back up, but it's not a good solution since we have floor levels as well, and he can go through those floors. At least it's not game breaking with that fix.


General Discussion / Merge Building blocks
« on: February 27, 2018, 03:24:58 AM »
Hi Guys,

It's not really related to Playmaker but programming in general. We have this system where you build, in our game, and to make it look nicer we would like to merge the building blocks. We have a basic system for it at the moment, but it compares if there is blocks next to it and then merges them. It can be seen in our trailer here.

We did a mock up in maya, which shows the way we would like the mesh to behave, but if we export seperate meshes and merge them it just seems like a lot of work. Is there a simpler way to do this kind of thing? Maybe it should be voxel based or something, i dunno.

Thank you.

Playmaker Help / On Focus - U Gui Button [SOLVED]
« on: February 06, 2018, 05:14:50 AM »
Hi Guys,

I been working on some Gui for our game KnightOut.

What I would like to do is when a button is focused a event happens. It does work when I click on it, and with the help from the U Gui Pointer Events script I can hover over it with the mouse and trigger the event.

However what I would like is to trigger the event when it's focused, because then it also works with a joystick and with the keyboard. You could click the button, but in this case it would work best when it's just focused, and the click would be a unnecessary extra thing.

Let me know if you have any ideas to solve this? Or if you had a similar problem.

Thank you,

Hey Guys,

I gotten a lot of help in this forum, and once again I'm back with a new challenge :)

I created a leaderboard for our game KnightOut. When the game is over it add's a score to our leaderboard based on how good the score is. It will place it at spot 0 if its a new highscore. And it works completely when I run it the first time. The second i run it, if the player wants to restart, time the "Array Get Next" action starts at index 1 instead of 0? The range is set to 0-9 and I change nothing when I run it. It doesn't make sense.

This means even if I get a new highscore it will place it under the number 0, because it starts checking from 1, instead of 0, which screws up the whole system.

Any ideas?

Action Requests / Steam / / Steam SDK
« on: October 27, 2017, 02:28:49 AM »
Hey Guys,

I wanted to ask if anybody worked with this or created actions for it? I really think it's something that is needed, since a lot of games are going to steam and it increases your changes of being seen.

I know there are some actions, but they seems a bit buggy. Here is the link:

We are going to use it for our game as well. So we are really interested in getting this working somehow. I haven't looked into the actions yet though.

Playmaker Help / Alternative to XML xPath / Porting to consoles
« on: August 10, 2017, 01:12:49 AM »
Hi guys

We been using dataMaker XML, and we just tried for fun if we could port our game to X Box.

We didn't think about this, but it makes sense that you can't store a XML file, it also gives a error about the xPath. It's a issue since we store progress and unlucks using XML files. Is there a alternative? In my mind we could maybe just use plain text, but would the xPath then work? Or do I have to do something differently entirely?

Also we are going to port the game to Switch, and in my mind it's going to be the same problem.

Playmaker Help / Player goes through the floor
« on: July 29, 2017, 04:39:28 AM »
Hi Guys,

We are making our game KnightOut, and a fustrating bug I been dealing with is that the player can go through the floor causing the player to disappear and not respawn, which means it's game breaking.

I'm using raycasting for the player control. Which works really well.

The bug comes when the game is struggling with preformance. I think it has something to do with the quality of the physics. It doesn't happen if the computer runs the game smoothly.

We played our game live and the bug came, you can see it in this video, it also shows how the game plays out. When a lot of cannons ball are in the scene it gets laggy, maybe that's also something I should improve.

I'm a little bit lost here, any suggestions will help a lot.


Btw. I know it's not a playmaker problem but rather a Unity problem.

User Showcase / We are crowdfunding KnightOut - 100% Playmaker :)
« on: July 20, 2017, 03:45:02 PM »
Hi Guys,

This is our recent game and it's 100% playmaker :) I gotten a lot of help from the forum, thank you so much this is the best community.



Playmaker Help / Raycast vs. physics based character controller
« on: May 09, 2017, 03:27:22 AM »
Hi Guys,

So I guess it's not a question regarding playmaker but Unity in general.

We been working on our game SIEGE! and we have had some problems with our physics based controller. I noticed I can turn the quality up or down, but I have also been experimenting with Ray casting to control when the character is hitting the ground or a wall.

Our problem is that sometimes the character goes through the floor or a wall. I would like to use ray casting because it seems like you have more control and it gives a better result. However the character still falls through the ground or through a wall.

Is it better to use physics? and is there a way I can turn the quality of the ray casting up? It seems a bit unstable as well. I need a big treshold to ensure the character doesn't go through the ground.

User Showcase / SIEGE! Build and Defend - A building and brawler game
« on: April 18, 2017, 06:22:32 AM »
Hi Guys,

All the questioned I asked here on the forum was for this game, SIEGE! It just got greenlit in 2 days. We are now looking for people to sign up on our website for early access.

Reveal Trailer:

We would love your feedback so don't hold those comments back.

Playmaker Help / PoolManager and XML [SOLVED]
« on: April 03, 2017, 06:54:23 AM »

I have a question about when PoolManager and XML works together.

I store the prefabs names of my items in my XML document. Which works fine, I then use "Resource Load" to get my prefab name from a path but that also spawns a game object. So that means I can't use "Resource Load" combined with PoolManager? Or how would you do that?

I need to define what Object I'm spawning and find it in my XML document, and then find that object in my object pool. but how?

Thank you guys, it means a lot.

Hi PlayMakers,

I got a question for you, and I hope this community can help me out as it has done so many times before. Sorry about the confusing title let me explain.

We have a game, where you can build a castle. It's seen from the side and it's pretty simple you just place a block and that's your wall. See the attached picture.

However we would like to define if you create a room. Meaning you have side walls, and a celling. Currently we are storing info about where blocks are placed and which type they are in a hash table.

Kinda like the opposite of when a tower defense game detects if there is a clear path for the mobs, maybe the solution would be to detect if there is a path where the wall is connected to the ground and then fill in the backplate of the room.

I hope it makes sense, I'm not sure how I would do this so any inputs is appreciated.


Playmaker Help / Game design question: Ledge grabbing etc.
« on: March 27, 2017, 03:33:00 AM »
Hi guys,

So this is more of a design challenge.

Our game is a 2.5D kinda platformer. You can jump from different platforms, but you can also build those platforms out of blocks.

First I have a issue, since we are using boxes if the player jumps and presses onto a box, he falls quit slow, and kinda get stuck in between the boxes where he should just fall down.

Also we would like to experiment with ledge grabbing, how could you go about creating that? Would you use triggers on each side of the box or?

Kinda like this:

Thank you,


Playmaker Help / Set Properties in XML file [SOLVED]
« on: March 23, 2017, 09:29:00 AM »

I'm struggling a bit with XML. I would like to load some data about the player, and that works fine. I then through scripts add XP for example and a player level, in the end I would like to save the data again to XML file, so I use Xml Set Node Properties which seems to work since it doesn't give me a error and the debug mode shows the right values, but when I then exits play mode the data is reset. Do I need to run a action after I set the properties? I don't use a Proxy xml.

Playmaker Help / Convert String to Object[SOLVED]
« on: March 21, 2017, 10:53:06 AM »
Hi Guys,

I need your help.

I'm trying to set up a system for items in our game. Since we are going to have a lot I would need to make it automatic, that's why I setup a XML file that contains all the items we need.

My problem is that I would like to change a icon when I show the items, but in order to do that I need to change the sprite and the sprite can only be set to a object variable, and my variables are all strings.

So I could create a section in my XML file that contains a icon for each item, which I then would save as a object in order to change the sprite. But that's a extra setup just for the icons, and they have the same name just with a _icn in the end as the item.

Is there anyway to convert a string to a object? In order for me to then change the sprite? Seems like the most logical way to do it. It's not a game object but just a object variable.

Otherwise I would need to do a work around, but it just seems silly.


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