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Topics - serenefox

Pages: [1] 2 3
1
Playmaker Help / What options are there for 2d navigation systems?
« on: October 09, 2018, 07:29:27 PM »
I am using polynav right now but I am having trouble with it. I am communicating with the author but just in case it doesn’t suit my needs for my game is there any other playmaker friendly 2d navigation assets? I saw a* navigation on the asset store, but from what I have seen the playmaker actions aren’t being updated for that one. Any suggestions? I need something that isn’t point to point or steering type of things. I need to have it able to build at runtime too because I have a dungeon generator that builds a dungeon at start.

2
I am making a 2d game with multiple local players and I need an action to track all players tagged as player.. The action mentioned in the title works exactly the way I need it too except I need a sensitivity option because my Ai bounces at the edge of the screen sometimes and it makes the camera bounce too. I just need  there to be a buffer of some kind where the camera doesn’t bounce or at least not as much.. Any help would be very appreciated. Thanks!

3
Playmaker Help / [Solved] Look At 2d but Direction instead of GameObject?
« on: September 13, 2018, 12:29:39 PM »
Hi,

I am trying to get my 2d sprite to look at a direction, but it won't work properly. The lookat 2d action works but I need to to look at a Vector 2 direction instead of just a V2 point in space. Any ideas? I tried smooth look at direction but the sprite keeps flipping around the wrong way not matter what up vector I have.

Thanks!

4
Playmaker Help / Get Component's Owner?[SOLVED]
« on: August 21, 2018, 04:22:44 PM »
Hello Playmaker Community,

I am wondering if there is a way to get a gameObject value from a component's value.

Here is my situation:

I am using get property to grab a property of a third party script. The value I am grabbing returns a "object" value. How can I get the gameObject that the value is associated with? The objects value is a component on a gameObject created at runtime. Does that make sense to anybody? haha

I have a custom action started but it wont save the object value:

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{

[ActionCategory(ActionCategory.UnityObject)]
[Tooltip("Gets the owner gameobject of a component")]
public class GetComponentOwner : FsmStateAction
{
        [RequiredField]
        public FsmObject componentToUse;

        [UIHint(UIHint.Variable)]
        public FsmGameObject storeGameObject;

        public override void Reset()
        {
            componentToUse = null;
            storeGameObject = null;
        }

        // Code that runs on entering the state.
        public override void OnEnter()
{
            DoGetComponentOwner();

            Finish();
}

        public void DoGetComponentOwner()
        {
            storeGameObject.Value = componentToUse.Value as GameObject;
        }


}

}


Thanks for any suggestions!

5
Playmaker Help / Blendshapes and Playmaker Problem[SOLVED]
« on: February 17, 2018, 12:36:27 AM »
Hi,

I am using the blendshape actions on the ecosystem and I have a Fsm where it randomly picks a state with a "animate float" action and a "set blendshape weight" action. The float variable will increase and the blend shape field will change. The problem is I have three sets of states, one for happy, one for scared, and one for excited,and only the happy one works as expected. The other two start off well but as soon as it exits the state after the animate float finishes their weights reset.

Also on a side note the two blendshapes that don't work properly, don't work at all unless my animator component is on "animate physics".

Anybody know whats going on?

Unity 2017.2
Playmaker 1.8.9

6
Hi,

I updated to the newest version of Playmaker and am now getting random crashes in my game. The crash logs are almost always the same, but I can't replicate it in the editor. I have attached a picture of a crash log from xcode, if anyone has any idea let me know. I already emailed the master audio developer but he said they don't have any coroutines in their asset. I thought it was worth a shot since their asset appeared in the log. I believe its something to do with Playmaker as that's the only other asset mentioned with FSMs.

7
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!

8
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?

9
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

10
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.

11
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!

12
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!


13
User Showcase / Don't Pop! Dungeon - Free [iOS/Android]
« 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.

14
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!

15
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!

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