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Topics - Nekoyoubi

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Playmaker Help / Photon?[SOLVED]
« on: August 01, 2013, 10:31:31 AM »
Wow, it's been a long while. I think I've been gone for about a year now and man have things changed? So we have Photon support now? Awesome.

I'm kind of confused about that at the moment, though. When I launch the Photon Setup Wizard, I'm greeted by a warning stating that in order to do builds for Windows, I need a pro license. Doesn't Photon only require PRO for Android and iOS builds?

I'm very lost in this whole thing. I've been gone from Unity/Playmaker for the past year, but am really looking forward to getting back into the thick of this with you all. Thanks much in advance for any information/insight/advice you may have on what this is about.

User Showcase / Reed's Mine (Android)
« on: June 23, 2011, 11:16:43 AM »
I've written and posted to my site a bit about the development of my new Android game, Reed's Mine, but I wanted to mention it here as well as it is a full mobile game developed almost exclusively created with PlayMaker.

Aside from (currently) a custom action for creating and loading the levels of the game, everything else is comprised of PlayMaker object FSMs.

While I don't really feel like this game stretched my capability with PlayMaker any farther, it is almost entirely composed of PlayMaker actions, it's on Android, and it's publicly released. For the combination of those reasons, I felt it should get a mention here.

Here's a link to the page for Reed's Mine on the Android Market.

Here's a link to my Weekend update... post on my site where I discussed it.

Please let me know what you think!

User Showcase / HBDJB!
« on: June 07, 2011, 06:03:34 AM »
Wow. So I'm guessing you guys are getting tired of these, but I would feel bad if I stopped posting how awesome it can be to live in the PlayMaker world (without being told to stop, anyway). So there's some back-story that you guys probably don't care about here:

This is relevant to PlayMaker because, again, it involves zero-code. The one exception to that would be updating the text on the timer, but I wrote a custom action for that last time, so this time it was simply a 'drag-drop-go' process.

Thanks to PlayMaker, I was able to knock this out in a couple of hours.

User Showcase / HBDNotch!
« on: June 01, 2011, 10:28:21 AM »
Today's @notch's birthday, and I put together a little World 1-1 replica to celebrate. Other than the following, the entirety of this project was done in PlayMaker. Exceptions:
  • code to generate the level (which yes, I actually did in PlayMaker's built-in actions first)
  • custom action to set the text on a TextMesh
  • (very) slightly modified Unity3D platformer control script

General Discussion / I just posted a review...
« on: May 06, 2011, 08:24:00 AM »
I just posted an honest review of PlayMaker on my site. I can convert the HTML to BBCode if you guys want (or care), or you can just check the link out.

Playmaker Help / [solved] Convert to String?
« on: April 24, 2011, 09:28:41 AM »
I'm trying to work with some basic GUI via PlayMaker and I'm having trouble working with Strings. Specifically, I have a score in an FSMInt and I'm seemingly unable to get this to convert to an FSMString for use in a Build String action to hand off to my GUI Label.

Am I missing something here, or does a conversion action really need to be written? Thanks much in advance!

Playmaker Help / Vector3 test?
« on: April 19, 2011, 02:53:36 PM »
What is the best way to test a Vector3 against zero?

I'm wondering because I would assume the best way to break out my Moving action from my Idle on my player object would be to set the Vector3 with Get Axis Vector, store it in an FSM variable, and then test that variable to see if it should move state.

Is this correct?

Playmaker Help / [solved] Refire?
« on: April 11, 2011, 11:03:43 AM »
I was trying to work on getting some refire on a weapon that I've got in my (thus far) PlayMaker-only game-in-the-works.

Problem is (and I've tried this many different ways already) that I can't seem to detect or act on an appropriate mouse button state after the initial Down or Up, and the actual Down/Up actions do not seem to want to repeat if nothing's changed.

Basically, what I end up with is: Idle> *Click+Hold* > Fire > Idle > *Still holding* ... *Never going to click again*

I thought, "well, it's just the action of clicking, so of course it's not firing again". So I turned it into a Bool Test. The variable was set appropriately (so I see in debugging), but never fires the event it's wired up to.

Am I misusing the Bool Test? Is there an example already that can articulate weapon refire? Thanks much in advance.

Playmaker Help / Adjusting Component properties...
« on: April 07, 2011, 05:07:28 AM »
I know I must be missing something simple here, but what would be the suggested way to modify a property on a GameObject's component using PlayMaker?

An easy example of what I mean would be adjusting an EllipsoidParticleEmitter.LocalVelocity property to (poorly) apply some force to a flame while a certain state of an FSM is active.

So many actions are so obvious to me that I'm sure I must just be missing the obvious somewhere. Is there an action to do this, or does a custom script need to be applied for any change to components that you want to do?

Any help would be greatly appreciated. Thanks much in advance!

User Showcase / Junk from Nekoyoubi (HBDDB!, Zombs, Easter)
« on: April 06, 2011, 07:57:02 AM »
Absolutely nothing special, complex, or noteworthy, but I was really excited to see some PlayMaker in action, and so I made a digital birthday cake for DannyB ( with no code at all.

I spent less time on the random disco lights, candle blowing (LMB), random candle color application, and sound playing combined than I did on the stacking of the layers of cake. ;) You've done some truly amazing stuff here.

I did get stumped trying to figure out how I could modify the properties on the candle's particle emitter (i.e. apply horizontal force on LMB), but I can post about that separately if need be.


Zombs ( is another test of mine for seeing how much PlayMaker I can cram into a game (or game likeness) without writing any code. It's nothing as impressive as the flagship 48-hour game or anything, so please expect very little/nothing.

So far you can shoot lasers, throw rocks, invert gravity, reset if you fall, etc. Again, nothing fancy, but this is at least evolving.

Oh, and it has no end goal for design, so it's literally whatever comes to mind or what people have asked me to make it do. As it is not my only project, I can't guarantee constant evolution, but I can say that PlayMaker is seemly pivotal for me at the moment, so this is getting a lot of attention (on top of the day job, of course) so you can expect to see a lot of updates.

P.S. Please don't judge me on my resources. A lot of what you will see and hear are inside jokes, or may require some explanation to make any sense (like the random bunnies in the middle of a laser-gun fight... or my wife's voice saying "pew" as the laser shot effect.  >.>)


For Easter 2011 ( I put together a mini-game that lets you toss eggs into baskets and keep a score. It was something I did for my kids for the holiday, so don't expect a challenge or anything. It took me roughly six hours total to make, but that's including all resources and figuring out how and what I even wanted to do.

All-in-all, it's really just another excuse to show off how you can write entire games in Unity with zero-code (and it's a great gift to give 7-year-olds). There was a custom action written for this, but only because I jumped the gun and didn't realize that PlayMaker already had an action that I needed.

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