playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Lostcity

Pages: [1]
1
User Showcase / The Frozen Ruins (iOS) 99.9% Playmaker
« on: August 03, 2017, 05:50:29 PM »
I am happy to present my newest release The Frozen Ruins which was made almost exclusively with Playmaker.

Here's the App Store Link: (https://itunes.apple.com/us/app/the-frozen-ruins/id1138141791?ls=1&mt=8)

Here's the Android link: https://play.google.com/store/apps/details?id=com.LostCityGamez.TheFrozenRuins

The Frozen Ruins is a twin stick style shooter that takes place ancient ruins that have mysteriously appeared in a forest. The game features 30 levels that are spread across 6 sectors. The entire game can be played for free without an in-app purchase in sight. Monetization is done through an ad on the Game Over screen which IMO is the least intrusive place.

I hope youguys like it! I also want to express my thanks to the Playmaker developers who have made it possible for me (a person who is primarily a 3D artist) to make games without needing to hire a programmer.

2
Playmaker Help / Playmaker causing Unity to crash
« on: September 20, 2015, 10:06:31 PM »
I'm using the current version of Playmaker as well as the newest patch of Unity (Unity 5.2 Patch 1) on a Mac with OSX 10.11. My project is fairly new (only about a week old as I'm typing this).

I've been having an issue where Unity becomes unstable whenever the Playmaker editor window is open. When editing an FSM, Unity will randomly crash without warning. These crashes usually occur when adding new actions or editing an existing action. The timing of the crashes is also very random. Sometimes I can use Playmaker for up to an hour without issue while other times, I can barely get through 5 minutes. When the Playmaker editor is not open, Unity runs very stable.

I've been using Playmaker for over a year now and I have developed 3 games with it without experiencing any issues like this. The only thing I can think of is that this may be an issue within Unity 5 that is causing interference. 

Any help and suggestions are greatly appreciated. As you can probably imagine, this issue is quite annoying and it is making development very difficult. 

3
After 7 loooong months of development, I have finally finished my 2nd Unity game. Alone in the Wasteland is available for free on Android and iOS. Around 90-95% of this game was made entirely with Playmaker. I am looking forward to seeing how far Playmaker will take me on my next project.

iOS Link: (http://toucharcade.com/link/https://itunes.apple.com/us/app/alone-in-the-wasteland/id972476383?ls=1&mt=8)

Android Link: (https://play.google.com/store/apps/details?id=com.LostCityGamez.AloneintheWasteland)

Trailer: https://youtu.be/KvnlbA9qfjc

Alone in the Wasteland takes place in a futuristic world that has been ruined by global warming. The air has turned toxic, the temperatures are unbearable and the rain has become acidic. The surface is no longer able to support life so all of humanity has been forced to move underground. These underground cities use a special bio-fuel which runs a cooling system and filters the air.

A distress call has been sent from a neighboring city calling for more fuel. If they completely run out, there will be no survivors. You have been selected to rise to the surface, search for fuel and bring it to the city before its too late.

Gameplay:

Alone in the Wasteland features 45 unique levels. Some levels are pretty linear, while other levels are more open. Each level has the same 2 goals:
1. Search the environment to find the 2 fuel cans

2. Survive long enough to find the exit

That by itself would be too easy (and a little boring) but luckily there are more layers to the gameplay:

Sense the air is toxic, the main character has a special breathing filter with limited oxygen. As you explore the levels, your oxygen will decrease. There are a limited amount of oxygen cans scattered around each level. Some levels require backtracking, so as a player, you will have to decide weather to pick up the oxygen cans right away or save them.

The hot temperatures, lack of oxygen and loneliness cause the main character to have frequent hallucinations. Simply put, the enemies you fight only exist in your mind. However, the sensation of pain is created in the mind so these hallucinations can hurt you (this is why you can feel pain in your dreams).

To fight these enemies you can use a "mental blast" which shoots in whatever direction your character is facing. However, using this attack will use some of your oxygen.

Some levels have locked doors or hazards (like hot steam). These must be deactivated by finding a special item (key) or controls. This is when saving oxygen tanks comes in handy sense you will most likely need to backtrack to enter areas that were previously blocked.

4
Playmaker Help / Weird physics when changing time scale
« on: February 18, 2015, 06:27:35 PM »
I'm pretty much done with my current project but I have one annoying bug that I can't solve. All of my enemies have a rigid body attached and they follow my player using the "Move Towards" and "Smooth Look At" actions. For the most part everything works fantastic... that is until I pause the game.

To pause the game I use the "Scale Time" action to scale the time to 0. To un-pause the game, I use the same action to scale the time back to 1.

Unfortunately, when I un-pause the game, my enemies will sometimes shoot off in a random direction (ignoring the level collisions). Changing the rigid bodies to kinematic and using interpolation had no effect. I also tried adding an FSM to all of my enemies that sets their velocity to 0 on every axis, every frame. Surprisingly, this did fix the enemies from shooting off when the time scale changed but it prevents them from having gravity (which is required for some levels).

Is there any way to make my rigid bodies not shoot off when I pause the game? Am I doing something wrong? Any help is appreciated.

5
Playmaker Help / Weird issue with Set Property and Jump
« on: November 04, 2014, 09:45:07 PM »
I have had issues getting my character controller to jump with an FSM over the past few weeks. Today, just out of curiosity, I created a new scene, copied my character and created a new jump FSM. To my surprise, the Set Property-InputJump worked and the FSM was correctly making my character jump.

edit: After digging further the Set Property is working correctly and seems to be setting the Input Jump bool value like it should. However, my character will not leave the ground. If I use the Space bar, my character will jump as it should but if I use an FSM to trigger the jump, it won't work correctly (jump animation plays but the character stays on the ground).

Please help.



6
Playmaker Help / Character Controller Jump issue with touch controls
« on: October 29, 2014, 08:01:45 PM »
I am pretty far along in making my new 3rd person adventure game for iOS / Android. However, I am having a horrible time trying to use touch controls to make my character jump. The character controller jumps perfectly when using the space bar, but when I try using touch controls to trigger the "input jump" bool using a set property action, my character will not leave the ground.

As a work around, I've currently been using a Transform Translate action on the Y axis to jump but this introduces some weird glitches with the physics (the jump is very floaty and falls very fast).

Currently, my character has the character controller, character motor script and platform controller attached. I am using the Touch Script plug-in (with the Playmaker actions) for my touch controls.

My jump FSM looks like this:

1. Touching the jump icon on the screen sends the "Jump" event

2. The jump event uses a Set Property action to activate the "InputJump" bool from the character motor script.

3. Loops back to step 1.

Any help is appreciated.

7
I'm creating a 2.5D side scroller for mobile hardware. I have a D-Pad GUI texture set up which has 2 invisible textures behind it that work as the actual touch spots. When one of the sides of the D-Pad gets pressed, I use a Touch GUI Event action which sets the velocity of my rigidbody character and moves him. I also have a jump and attack button on the other side of the screen.

The issue is that I need to be able to press both the D-Pad and Jump button at he same time without interference (or else the game is impossible). I also need to be able to press Jump without pressing any of the D-Pad buttons. Both of my D Pad buttons are are set to store a Finger ID with an INT of 0. My Jump and Attack buttons are set to a finger ID with an INT of 1.

What happens is that (when playing on my Nexus 4) the game will let me run and jump at the same time. However, if I press the jump button by itself, it won't function. The Jump button will only function if I'm also pressing the D-Pad.

I have not previously used more than one Touch GUI Event, so I'm a little lost as to how I can fix this issue. How can make 2 touchable GUI textures that can work both independently and simultaneously? Did I set up my finger IDs wrong?

8
Playmaker Help / Help using touch GUI for axis movement
« on: July 10, 2014, 06:40:15 PM »
I'm now onto making my second mobile game. This time its a side scroller. For starting out, I followed this tutorial : (http://www.youtube.com/watch?v=0shjECpuDI).

Everything works well on PC but I can't figure out how to make my character move on mobile. I have designed a D-Pad GUI texture. I also have 2 invisible GUI textures on either side of the D-pad (this is what the player actually touches to activate left or right movement),

The tutorial uses a horizontal axis input for movement, Unfortunately, there doesn't seem to be an option for this on mobile. Is there any way to connect my GUI texture to horizontal movement using a Touch GUI action?

*Long story short, I'm just trying to figure out what actions to use  in order to make my touch D-Pad function.

9
Action Requests / Mobile Joystick & touchpad
« on: July 01, 2014, 11:54:22 AM »
Not sure if this has already been requested, but it would be really nice if there was a mobile joystick action built into Playmaker that could be attached to a GUI texture. It would simplify the process of making mobile controls.

Here are the options it could have:

1. Lock movement to 2D or 3D (allows joystick to be used for side scrollers and 3D games, prevents accidental depth movement on a 2D or 2.5D side scroller).

2. Make joystick texture invisible when not being touched

3. Static position or dynamic position (static position means joystick will always be in the same place, dynamic means that the center of the joystick will move depending on where the player originally touched).

4. Variable movement speed (allows for a gradual walk-run speed transition depending on how far the joystick is being pushed, or you can disable this option and have the character go straight to running).

5. Set joystick as touch pad

6. Set touchpad touch area size (simple transparent box comes up to show a visual representation of touch area, similar to GUI button creation). This would all be done using the standard transform scale values (not pixel inset) in order to keep the size consistent across all screen resolutions.

7. Sensitivity and inverted options.

Having this action with these options would greatly speed up the creation of mobile controls set up which is a huge part of making a mobile game. The standard FPS control script that comes with Unity mobile assets works OK but it has a lot of issues. For example, the standard script relies heavily on pixel inset values. This is very frustrating when making a game for Android where you have to support many screen sizes and resolutions.

I hope this idea gets considered for a future update.

10
User Showcase / My first game Fight the Virus available now (Android)
« on: June 17, 2014, 10:07:15 AM »
Finally finished my first game! Fight the Virus is an arena style FPS with 3 game modes and challenging enemies. Its out now for free. After almost cancelling my game I came across Playmaker by accident. Playmaker has allowed me to finish my game and make it better than it was before.

I'd like to send a big thank you to the Playmaker staff and forum members. You were there when I had questions and you always gave great answers. Playmaker has been a life saver for people like me who are good at art but can't get programming.

About the Game:

The Flu Virus and his gang are attacking the body! It's your job as a white blood-cell to defend the body and eliminate these threats! Use your rapid fire Vitamin-C cannon to blast your way through 7 unique arenas. Test your skills in 3 challenging game modes. Will you be able to destroy these viruses or will you end up catching the Flu?

Game Modes:

1. Survival: In Survival your only goal is to stay alive as long as you can. Collect clocks to refill the countdown timer. Destroy enemies to rack up your score. There is also a challenge version of survival which only spawns hard enemies.

2. Virus Elimination: In Virus Elimination your goal is to find and kill 15 enemies as fast as you can. The timer starts as soon as the level loads. Can you beat your best time?

3. Medicine Run: Medicine Run is the most challenging game mode. The arenas in Medicine Run are built like closed mazes. Somewhere in the maze will be 2 medicine bottles that appear in a random spot. It's your job to find both bottles as fast as you can. Like Virus Elimination, you will be going for the fastest time.

Here is the Android app store link: (https://play.google.com/store/apps/details?id=com.LostCityGameZ.FighttheVirus)


11
Playmaker Help / Help using PoolManager for bullets
« on: June 10, 2014, 01:36:49 PM »
I recently got PoolManager 5 and I'm using it for my enemies and bullets. With my enemies, I had an issue where they would spawn in an already dead state (therefore you couldn't kill them). That was solved by adding a new Start state to my enemies health that reset their health float value. However, I can't figure out how to solve an issue with my bullets. Here is what's happening:

1. The PoolManager preloads 5 bullets from my bullet prefab.

2. The original 5 bullets work exactly as they should. They shoot at the correct impulse value and the correct direction.

3. After the original 5 bullets are used, PoolManger stars to recycle from the old bullets. Here is where the problem comes in.

4. Sense PoolManger recycles the old bullets, it also keeps their most recent rotation and position values. This means that the bullets shoot off in random directions.

I searched online and it seems that other have had similar issues when pooling rigid-bodies. One of the suggestions was to set the object to kinematic when de-spawn is called and turn it back off when Spawn is called. It didn't work. I also tried using a similar method as it did with my enemies. So I tired setting the rotation values at the Start state. That didn't work either.

Again the issue is that the PoolManger is keeping the most recent transform values of the destroyed bullet. Has anyone else had this problem with projectiles? What is the best way to retain the value of the original prefab when recycling objects? 

12
Playmaker Help / Please help me with Playerpref issue
« on: June 06, 2014, 02:21:29 PM »
I asked this question on reddit but it seems to be a Playmaker issue.

I have 4 game modes. Each of the 4 game modes has its own separate high score system with its own separate Global Variables set up like this:

Current Score: INT (value goes up as player kills enemies)

Current Score: String (to show the player their score)

Best Score: String

Best Score: INT

After the player chooses their game mode and level the level is loaded, an empty game object calls Playerpref Get Int to get the current Best Score value. When the player dies or when they finish the objective (depending on the game mode) the Current score INT is compared to the Best Score INT and if the current score is higher, we set a new high score using a Set INT Value action.

From there I call a Playerpref Set Int action to save the new Best Score and we transition to a Game Over screen.

Problem 1: Each Playerpref has a different key and interacts with a different Gloabal Variable. Again, there are 4 separate values that need to be saved (one high score for each game mode). However, my Playerprefs seem to be interfering with one another. So if I save a high score in Game Mode 1, the Playerpref seems to set that same value as the high score for all game modes, even though they use different keys.

I experimented by setting the high score values for one of the game modes to use a Float value instead of an Int. When I did this, the score for that game mode was not overwritten.

The issue seems to be that the Playerpref has a problem keeping track of more than 1 value of the same type (INT/Float). If I try to save the value of 1 high score it overwrites the value of all high scores.

Is this a limitation of Playmaker or am I doing something wrong?

Problem 2: When testing the game on PC and Android my PLayerpref values do not save when I close the game. When I start the game back up all of my scores have been reset.

13
Playmaker Help / Need help with scaling and touch pad
« on: May 24, 2014, 01:27:24 AM »
Not sure if this is out of the limits of Playmaker but I really need some help making my game scale and control correctly on different resolutions. I currently use a Nexus 4 as my main mobile testing but I also test on a Nexus 7 tablet.

On my Nexus 4, my touch pad is responsive and my Joystick is in the perfect place. However, when playing my game on the Nexus 7 tablet, my Joystick texture is way too small and in an uncomfortable place and my touch pad ends up becoming very unresponsive. (the touch pad should take up the entire right side of the screen.

If anyone has the time and knowledge, please help me with:

1. Making my GUI elements scale for different screen resolutions.

2. Making my joystick texture appear wherever the user touches, rather than having a static joystick.

3. How to create sensitivity settings for the Touch Pad.

14
Playmaker Help / Collision and Detection Problem {Solved}
« on: May 15, 2014, 05:45:52 PM »
Sorry to bother you guys again. I've gotten more and more familiar with Play-Maker over time but I have 1 problem that is preventing me from moving forward with my game. I'll try to explain them them as clearly as possible:

Problem-Enemy Detection: My enemy does not seem to be detecting my Player (FPS controller prefab). I've experimented with this problem for a long time and can't figure out what I'm doing wrong. In particular, I need my enemy to damage my player upon collision with "Player" tag.

Currently my enemy prefab has a box collider and a rigid-body. The Damage Player FSM is set up like this:

-Enemy FSM-

State 1: Collision Event with "Player" Tag. Send event Collision enter

State 2: Wait (1 sec). After wait time transition to State 3

State 3: Here is where the actual damage happens using an Int Add value of -20 to a global variable int.

My Player is only equipped with the player controller (though I've tried adding colliders and it still didn't work). The Player Health FSM is set up like this:

-Player FSM-

State 1: Set Int Value (Global Var int), Set GUI text, Convert Int to String.

State 2: Int Compare: If equal or less than 0, transition to "death" State. If greater than 0, do nothing.

I'm not sure why my enemy doesn't recognize my player. I'm also having a problem getting my enemy to follow my player.

15
Playmaker Help / Need help with gun damage
« on: May 08, 2014, 05:44:59 PM »
I'm new here so sorry if this is an easy fix. I'm working on a simple FPS for mobile and I need some help getting the my gun model to do damage. I was originally using the FPS Constructor off of the asset store but I ran into a few problems that prevented me from moving forward so I'm having to kinda start from scratch as far as weapons go.

I currently have my gun model attached to my FPS controller. There are 2 cameras, 1 that renders only my gun and a main camera that renders everything else (so my gun doesn't go through walls). I set up my gun model to send a raycast on Mouse button down. The raycast comes from my main camera (which is a child of the weapon camera). Here is how my FSM is set up so far:

State 1: Get Mouse Button Down (send event "clicked")

State 2: Send Raycast from main camera
- Play Sound (weapon sound)
- Wait (.2 seconds before firing another ray)
- Get Mouse Button (Store result "trigger status" Bool): allows for repeated shots while holding fire button)

State 3: Bool Test ("trigger status")
- Send Event

I currently have one enemy model in the scene that is inactive (just for testing).  My enemy is set up with a Health float, Float compare and a death State if the health goes below 0.

I am confused where to go from here. I just need help getting my enemy to react to the raycast hit and subtract health until the death state (triggers destroy self). I'm a little lost on how to set up the variables to make everything work correctly.

Another issue is that while testing I will sometimes get a message saying that I have exceeded the loop limit. Unfortunately, I can't find how to make my loop limit infinite.

Again, I am new to PlayMaker (and pretty new to Unity) so any help is greatly appreciated. I wish I could go back to FPS Constructor but it gave me a performance hit and the heavy use of static variables gave me problems when trying to reset the scene.

Pages: [1]