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Topics - serenefox

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1
Work In Progress... / Pop! Factory Havoc Feedback
« on: September 05, 2017, 06:38:13 PM »
Hello Playmaker community,

I have been working on this game for about a month on and off, but I feel it doesn't have the certain polish it needs to "make it" as an actual game (even if it is a small scale game). If anyone wants to try it and give me a couple of pointers I'd be grateful. The only thing I can think of is maybe character accessories, but I'm more interested in gameplay advice vs cosmetics. It's not complete yet but the only thing that isn't done is the main menu and the upgrade menu It's on itch.io here: https://serenefoxgames.itch.io/pop-factory-havoc

How to Play: The controls are the left and right arrow keys (or A and D). You basically have to keep your bubble character alive and break the shield lines that the robot characters are using to hold your bubble friends. The game may be released on mobile at some point so that's why there is a slider on there too.



Thanks!

2
Playmaker Help / Photon Get offline mode status [SOLVED]
« on: March 20, 2017, 10:08:07 AM »
Hi,

I am trying to create an action to "get" if offline mode is active with photon. I duplicated the "set" action and modified it. This is what is have so far:

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("Photon")]
[Tooltip("Gets if the PhotonNetwork is offline or not. Offline mode can be set to re-use your multiplayer code in singleplayer game modes." +
"\n When this is on PhotonNetwork will not create any connections and there is near to " +
"no overhead. Mostly usefull for reusing RPC's and PhotonNetwork.Instantiate")]
//[HelpUrl("https://hutonggames.fogbugz.com/default.asp?W1108")]
public class PhotonNetworkGetOfflineMode : FsmStateAction
{
private bool offlineMode;

[Tooltip("Event to send if the Bool variable is True.")]
public FsmEvent isTrue;

        [Tooltip("Event to send if the Bool variable is False.")]
public FsmEvent isFalse;

public override void Reset()
{
isTrue = null;
isFalse = null;
}

public override void OnEnter()
{
offlineMode = PhotonNetwork.offlineMode;
Fsm.Event(offlineMode ? isTrue : isFalse);
Finish();
}

}
}


It always returns either false or true I can't remember but it just doesn't work anyway. Is there an action or way I can get the status of offline mode. Is this possible? Or is the code above wrong?

3
Hi everybody!

So I recently started making my 6th game an I figured it was time I moved into some multiplayer since I purchased the photon PUN+ awhile back and never used it.

So here is my question I am trying to generate a level with a plugin called Dungen. The problem I am having is how to get the spawned pieces to sync across the server.

I thought at first to network instantiate them each with a photon view component but upon doing more research I learned that the method might not be good for performance.

Then I thought about RPCs but when I implemented it the game hit a spike like I have never seen before in the profiler. Can anyone give me some heads up on the best way to do this.

Basically the dungeon gets spawned under a root gameObject as individual prefabs.

Any info would be appreciated.

Thanks

4
Playmaker Help / Spherecast action not returning hit
« on: February 17, 2017, 02:09:30 AM »
Edit:

So I figured out that the spherecast was not working because it started from inside my player(ball) and apparently that does not work since it is starting inside of a collider even if the layermask says not to look at it.

That leaves me with another problem. I figured I could spherecast from above my player in world space to fix it but the action is either from the gameobject or from a position. Is there anyway to make the position a world space offset from my player? (since my player is always rotating)


Original Post:

Hi,

I am using the spherecast action from the ecosystem, but I can't get it to work for some reason. I am trying to cast down from my player(ball) to the ground to check and see if the player is grounded before I jump.

Normally I would use a raycast but if the player is on a slope the raycast sometimes misses even though the player is grounded.

I have it "Return" the the preious state if it doesn't hit anything else send a jump event to continue on. Yet it rarely ever returns a hit. I have attached my settings on the action.

I am thinking maybe I'm not using it right but from the documentation on unity I believe I am.

Any info on how to use it?

Thanks.

5
Playmaker Help / Help slowing "Add Torque" based on slope?
« on: February 13, 2017, 06:48:37 PM »
Hi,

I am building a ball platformer and I am trying to find a way to detect when my sphere is going up or down a slope. I am using "add torque" to move my sphere character and its great but I can basically go up almost vertical slopes with it, which I don't want. I want to slow down the sphere if it is going uphill and speed it up going downhill. I am assuming I am going to have to use raycasting but not sure.

My sphere has a rigidbody and a collider instead of a character controller if that's helpful info.

TL;DR I need a way to detect a slope's value so I can change the speed of my add torque.

Thanks for any info!

6
Playmaker Help / Snowboarding character controller in Playmaker?
« on: February 12, 2017, 05:06:58 AM »
Hi,

I am wondering if anyone would have insight as to how to accomplish this. I want to make a snowboarding game but I need to figure out the logic for a snowboarding controller/system.

I want to be able to be able to have a character on a snowboard and to be able to basically stick to the ground unless input for a jump is pressed or if going fairly fast over a bump maybe the character comes off the ground a bit?

I saw the game "Shred it!" on iOS looks kind of like what I am aiming for as they have slight little bumps in their ground mesh just enough for the character to move up/down over them but not come off the ground. Also how would you make a character go down a slope at a steady pace?

Thanks for any insight!


7
User Showcase / Don't Pop! Dungeon - Free [iOS/Android] Made with Playmaker
« on: September 20, 2016, 06:43:13 PM »


Hello Playmaker community,

We finally released our game after about 7 months of development. The game runs on about 90% playmaker. The other 10% are other unity asset store assets like behavior designer for some AI, and Input.Touches (which both communicate with Playmaker in some way).

Features:
Endless dungeon sets
48 different enemies/bosses
26 playable characters - more on the way!
6 Original Music Tracks
Leaderboards
Achievements

Description:
Quote
Hidden away deep in a jungle forest lies a mysterious dungeon. Discovered long ago then forgotten, only to be discovered again by the planets new inhabitants. As they explore different areas of the old world. Curiosity gets the best of everyone sooner or later. Soon it becomes a challenge to see who can go the farthest down and grab all the treasure they can possibly find. Dangers around every corner. Join our heroes to become the dungeon's next master.

Enter into the dark abyss in Don't Pop! Dungeon's endless dungeon explorer! Enjoy multiple hours of entertainment! Play up to as many as 25 plus unique characters, each with their own styles and personalities. This is no ordinary dungeon crawler, it is a dungeon flyer! Never go through the same dungeon layout twice as every level will always be different.

Come out on top by picking up 3 different types of power ups. One gives you a shield to deflect most incoming projectiles. Another gives you a magical touch that doubles the gems you pickup. Finally the gem magnet pulls in all gems dropped by navigating the dungeons. You can also receive power ups by spending tokens in between rounds in the power up shop. Along with the power ups, you can also play Mini Games to earn pockets full of gems. Spend your hard earned gems in the main menu on new character possibilities.

Engage in combat with multiple enemies, with crazy and challenging bosses in different dungeon difficulties. Each boss has its own personality and set of skills that will make each encounter one to remember! Be prepared to face them with power ups and quick reflexes to further dive deeper into the mysterious dungeon upon their defeat.

Choose between six different original soundtracks to explore with unlimited dungeon possibilities. Visit the bestiary to see everything you have come across, defeated, and destroyed. Learn close to 50 enemies and their stories as to why they are dwelling deep down in the mysterious dungeon.
Accept the challenge, discover treasure and download today!


iOS App Store Link:
https://itunes.apple.com/us/app/id1095187501

Google Play Store Link:
https://play.google.com/store/apps/details?id=com.smasters654.dontpopdungeon&hl=en

EDIT*

New Trailer:
https://www.youtube.com/watch?v=FPP_4YEgg6Y



Please check it out and let me know what you think.

8
Work In Progress... / Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 23, 2016, 01:13:10 AM »
Hello Playmaker community,

I have been working on this game with some friends since the concept in February earlier this year. The game is an endless procedural dungeon runner (or Floater I guess haha). No two dungeon layouts will be the same, well there is a slim chance that it might be but its extremely rare. You basically see how many dungeons you can get through, fighting enemies and bosses.

I used Playmaker primarily for this but I also used a few other plugins like "Dungen" and "Behavior Designer(for some AI)"; "PolyNav" I used as well.

It's close to being done and I have put it in alpha testing on my Google Play account. If anyone wants to try it you can be a tester here:

https://play.google.com/apps/testing/com.smasters654.dontpopdungeon

I recommend a fairly new device to run the game properly too.

Here is a fairly recent video of the game I recorded:
https://www.youtube.com/watch?v=NqQPzpr4BD8

It would be awesome if anyone tried it and told me what they think  :)


It will be available for iOS and Android soon otherwise.

If you find any bugs (which there are some I know) please let me know.


Thanks for your time!

9
Playmaker Help / Dynamic Path finding and Playmaker?
« on: March 06, 2016, 11:42:36 PM »
Hi,

I am using Playmaker and the "Dungen" asset to randomly generate 2D dungeons. I was wondering if anyone knew of a plugin that supports Playmaker and can generate paths at runtime after my dungeon is created. I looked at apex and A* but not sure if it does what I need and in 2d.

Thanks!

10
Playmaker Help / Add force towards tap position help.
« on: March 03, 2016, 02:50:57 PM »
Hi,

I am trying to setup a FSM to where when I tap on the screen of a device, a projectile spawns at the player's position and fires toward the screen tap position. I am using input.touches btw.

So far the when I tap the screen, the projectile fires, but it is always toward the top right of the screen. How can I get this to work?

I have attached a picture of my state that handles the direction and the addforce2D.

11
Share New Actions / "Jelly Sprites" Events Bridge?
« on: February 28, 2016, 11:35:07 AM »
Hi,

I am working with the "Jelly Sprites" plugin from the asset store and I was trying to get their custom events working so they could communicate with my FSMs. I made a "bridge" (I believe that is the correct term) so that could happen. I wanted to share it with anyone who has purchased the Jelly Sprites asset. They use custom trigger and collision events and the regular trigger and collision Playmaker event receivers wont pick them up. Hopefully I did it in an acceptable way(optimization wise). I made it in Unity 5 so I don't know if it will work in previous versions of Unity since the way you type stuff changed.

How to use:

1. Attach this script(JellyScriptFsmEventBridge) to your Jelly Sprite Gameobject.
2. Create any collision/trigger event from their documentation (i.e. "OnJellyCollisionEnter") in your FSM and it will be called upon colliding.

*Optional Variables*

There are two variables which are both optional.

Go Obj: the Game Object with the FSMs you want to send the jelly events to. If null it uses the owner game object.

Collided Go Variable: The variable name in your FSMs that you want to store the object the jelly sprite collided with. The name in this variable slot needs to match the FSM's GameObject variable name for it to set it. If null it will do nothing and just receive the events and not set anything.

Hope someone finds this useful. I wasn't able to test every event but I did a lot of copy and paste and the ones I did test worked great.


12
Work In Progress... / Platforming style roll-a-ball game
« on: January 27, 2016, 09:20:22 PM »
Update 2:

I changed a lot of stuff since the last time I posted, hopefully for the better. The majority of this is done just with playmaker. About 95%. Anyway I haven't had much time to work on it since I am working on another game as well(mainly on the other game). If anyone has feedback based on the video please let me know it would be greatly appreciated.  :D I am going for a classic late 90's type of game style. I am going to redo the health system too to show on the player ball itself.

https://www.facebook.com/SerenefoxGames/videos/vb.1452292418343710/1734904043415878/?type=3&video_source=pages_video_set


Update 1:

New snow level progress before baking lighting:
https://www.youtube.com/watch?v=rLuDaprAOe0

Original Post:

Hello Playmaker community,

I just wanted to share my first real update for my newest game coming for iOS and Android. I have been using Playmaker for almost two years now and with every game, I learn more and more. It's awesome. I wouldn't have gotten this far without Jean though, it doesn't show it in the video but I also have tilt controls with a dynamic camera, and the ball rolls perfectly based on the direction of the camera thanks to Jean's help :D Anyway here is the video update on youtube.

Just finished the chairlift today. I might change a few textures though.


13
Playmaker Help / Roll-a-Ball Tilt based on dynamic camera forward?
« on: December 02, 2015, 11:42:22 AM »
Hello,

I am creating a roll a ball type of game and am stuck on a tilt concept. I have a camera that follows a ball and when my device is tilted the ball rolls as expected. Now the problem is I added a function to my camera that allows the player to press a GUI button and rotate the camera 90 degrees at a time left or right depending on the button pressed. That works but now I am left with the problem that the ball rolls based on the tilted direction of the device rather than the camera. I am not sure how to get around this.

TL;DR: I want my ball to roll in the camera's forward direction based on the device tilt and I can't figure it out.

Any suggestions?

14
Playmaker Help / [SOLVED]Add force in custom direction while rotating?
« on: October 30, 2015, 11:02:45 PM »
Hello Playmaker community!

I have been trying to figure this out for a while now and I am stumped.

I have a roll-a-ball type of game and I am using accelerometer input from a mobile device for the controls, that part is working fine. The problem I am having is I want to be able to press a button to give the ball a boost in the direction the ball is currently rotating.

I have tried plenty of actions and even custom ones to get this figured out but I keep coming back to the part of adding impulse force to the ball in the current direction it is heading. I can't figure out how to do it. I can get the direction the ball is heading but I can't get the boost to go in that direction by a set impulse force.

Any help would be greatly appreciated.

15
iOS Help / Creating wind with add force and input touches
« on: October 01, 2015, 07:03:47 PM »
Hello,

If anyone could help me out with this I would be very grateful.

I am trying to take a "swipe" direction and apply force in the direction of the swipe on a game object. The game object is supposed to be simulating a feather like object (I am also using a quad as a mesh for testing purposes with a rigid body). I have the "input touches" plugin and the associated playmaker actions. Here is basically what I keep coming back too:

I have the first state as a listener waiting for the "swipe" input, I captured the following variables:

Direction
Duration
Speed

Then I think I have to find the magnitude(I believe) from the speed and duration(or the start and end of the swipe, not sure) but I can't figure out how. Even if I did how would I apply force in the specific direction based on the direction values with the speed of the swipe?

So I have been trying to do this pretty much all day with little luck. As you can see I am at a loss. I am trying to basically move the game object as if it were a feather and the finger was wind force pushing it. I am working in the X and Y axis as if it were a 2d game for unrelated reasons but I'm not sure that is an issue. But it's 3d.

Any tips?

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