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 - cb

Pages: [1] 2
1
Playmaker Help / Unity 5 WebGL build fails with PM 1.7.8 [SOLVED]
« on: March 20, 2015, 08:52:12 AM »
All seems to be ok, I have Unity 5.0 working smoothly with PM 1.7.8.2 and I'm building to Android fine. When I switch to WebGL build I get the old..

"Plugin 'PlayMaker.dll' is used from several locations
 Assets/Plugins/PlayMaker/WebGL/PlayMaker.dll would be copied to <PluginPath>/PlayMaker.dll
Please fix plugin settings and try again.
"

I am also using the Fast Platform Switch asset which basically caches the settings for each build you require as a quick alternative to switching platforms inside the Unity Build window. Could this be a cause?
I've run the auto update and as it builds ok to Android it seems to be working well, any ideas on the WebGL build failure?

2
User Showcase / Spellotine! for KindleFire & Blackberry
« on: November 04, 2013, 05:27:58 AM »
Intense Word Play game, guess the word while up against the clock and the Spellotine!
Developed with PlayMaker and Unity Script.

 

Free to play. Extra content available now as virtual goods, and expanding with all future updates, encompassing a wide range of topics

Out on BlackBerry http://appworld.blackberry.com/webstore/content/38636887/?lang=en&countrycode=GB

and

KindleFireHD UK http://www.amazon.co.uk/PixelsFromSpace-Spellotine/dp/B00G4E3H6U/ref=sr_1_1?ie=UTF8&qid=1383567940&sr=8-1&keywords=spellotine

KindleFire HD USA http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Dmobile-apps&field-keywords=spellotine


3
BlackBerry10 Help / In App Purchasing BB plugin
« on: September 27, 2013, 03:03:12 AM »
Slowly working my way through this plugin, I'm always a bit hazy when using C#. Has anyone used this plugin successfully and have any tips or pointers?

Specifically, as I've never touched the area of In App Purchasing before, I'm puzzled as to how it works at purchase point:
 I upload my signed BB app. I wish to add a Non-Consumable Digital Goods item.
So I add this as a Digital Goods SKU (called i.e UnlockAll). This is purchased...then I'm unsure.

I have a simple variable in my Unity app that is set to unlock all levels, how do I set this from the separate, purchased UnlockAll and thus unlock the entire app?

4
Playmaker Help / Stuck, confused, lost.
« on: September 25, 2013, 09:40:59 AM »
Here I was hours away from my Blackberry app launch. All was fine, I was using Playmaker 6.2 something if I remember rightly, updated around June this year and  I was reluctant to upgrade with various problems of late AND my Unity/Playmaker combo was building perfectly to my Blackberry WITHOUT the Blackberry add-on. Which was great, as my budget was blown.
 I started to test the BB In App Purchasing plugin and tried to test out the scene on my BB phone. Lots of errors about MovieTexture stuff amongst others.

After much fiddling and getting nowhere I decided to buy the Playmaker BB Addon. Still errors, mostly about movie stuff I'm not even using; "Assets/PlayMaker/Actions/WWWObject.cs(28,18)" etc..

Now my original project won't even build.

My Asset Store Window tells me there's an update; The release notes quote Ver 1.7.5. The Store listing says 1.6.2...it matters not as clicking on update hangs on 'Waiting for Server' and does nothing.

Did I need to spend money on the BB addon? Is this fixable with a Playmaker update? Is the update 1.7.x or not ? Is the PM update actually downloadable?

Can't believe how quickly things became broken.

* Edit; About now states ver 1.7.5.f2 Blackberry , but still erroring. Will try a reboot and black magic.
** Specifically Assets/PlayMaker/Actions/WWWObject.cs(28,18): error CS1503: Argument `#1' cannot convert `object' expression to type `System.Type'




5
Playmaker Help / PlayerPrefs update/sync ?
« on: September 19, 2013, 12:50:29 PM »
I have a basic save-slot GUI component in my game. It shows the players name, saved under PlayerPrefs.
Tapping on the name GUIButton takes you to another GUI with a Textfield, allowing you to enter a new name.
This is then saved, via an input String, to PlayerPrefs. The original GUI (showing the name) is then returned to, and shows the newly input name. At least it does on my Mac, on my Blackberry device it shows the previous string saved in the PlayerPrefs.
 So for example, the save-slot GUI shows the string Player1. I then tap it, enter Player2 into the TextField, on Enter it returns to the save-slot GUI but still shows Player1. Tap it again, Enter Player3, on returning to the GUI it now shows Player2. It's always behind by one entry.

This happens only on my device, it works ok on my Mac and updates with the latest input string   :-\

Anyone ??

6
Playmaker Help / Enter key on BlackBerry keyboard
« on: August 07, 2013, 10:46:51 AM »
Trying to enter a name onto my BlackBerry Z10 and then get the app to detect that the Enter button is pressed and fire off another event, as in this thread:

http://hutonggames.com/playmakerforum/index.php?topic=3938.msg21633#msg21633

Any ideas on how I can tell the device the Enter key has been pressed ?

7
User Showcase / Space Invazion
« on: April 27, 2013, 01:56:53 AM »
I hadn't really thought to push this game on the forums, as it is my first attempt at a marketable Android game aimed at multiple devices. Released a few weeks ago, here is Space Invazion, a take on the old classic with just a couple of twists in the graphics department but leaving the traditional gameplay pretty much as it was.

As an old time retro fan I'm always a little dismayed at certain remakes as they tend to overload the idea with millions of polygons and effects. After buying my KindleFireHD I noticed a lack of well rated traditional Invader games on the Kindle Store.

With this in mind I set about making an Invaders game that was not completely 3D, but with just a hint of it. The effect is similar to a display being projected onto a curved plane, a half-cylinder if you like. Wobbly scan-line effects were then added to give it a slight vintage look.
Overall I was pleased with the effect, especially the arc-like movement of the players ship around the mountain range. Created with PlayMaker, albeit with some amount of UnityScript, I find PM invaluable to keep my project flowing and in some semblance of order!
Would appreciate any comments from those who may get the game.



Android:Google Play ver: (plays on almost every device)
https://play.google.com/store/apps/details?id=com.PFS.Invazion#?t=W251bGwsMSwxLDIxMiwiY29tLlBGUy5JbnZhemlvbiJd

Kindle FireHD ver:
http://www.amazon.com/Space-Invazion-Kindle-Tablet-Edition/dp/B00BYVBIQY/ref=sr_1_1?s=mobile-apps&ie=UTF8&qid=1367052358&sr=1-1&keywords=space+invazion

8
Playmaker Help / Don't like new graph window
« on: February 18, 2013, 10:19:22 AM »
Am I missing something with the new Graph ? I was looking forward to the zoom, instead I constantly find myself leaving the Graph nicely centred, then when I come back to it the States have gone off the edge of the screen and I need to re-centre everything. I'd prefer the option to 'lock' a Graph exactly as it is. Unless I'm doing something wrong ?

9
Playmaker Help / Photon; How?
« on: November 27, 2012, 02:49:30 AM »
I don't get it. I've downloaded the latest Photon plug from the asset store, the latest PM beta_2 and have the latest PM...the screenshot in the tutorial (the Photon setup screen for example) doesn't look like the one I have on screen. Should I have a Playmaker/Photon setup menu item?  I send my appid (or rather save it) and nothing happens. How do I get the green indicator that Photon is set up correctly? Anyone have a clear step-through for this procedure? Baffled :-[

10
User Showcase / Warp Hole 2 player demo
« on: November 23, 2012, 12:28:13 PM »
Quick video of my latest game, working title Warp Hole. It's based around Space Wars and other games from the Vectrex console like Solar Quest. It's style is vector-like, similar to Space Wars etc with a touch of Geometry Wars grid effects, 90% Playmaker with some regular scripting.

The 2 players duel inside a Warp Hole, effectively playing like the bottom half of a sphere. Thus the space craft and bullets are affected by the contour of the hole and bend accordingly. Other space objects appear, such as the giant meteor in the video. This has to be avoided but can also be used to hide behind. Ships, bullets and meteors all rejoin the screen at the opposite end that they left the screen/warp hole, a la Asteroids.

So far the game has been developed for iPad and Browser. Looking for feedback on this game, right now it's playable for two players on one keyboard and one iPad (with virtual sticks at each screen end) but i'm tempted to look into a network browser version for true one-on-one space dogfighting.
It's not my area of expertise but if Photon is as easy to use as people say then that may be the path to take.
Would appreciate some input on this, especially any hints on networking and which version should take precedence for development.


11
Playmaker Help / Vector3 per second
« on: September 13, 2012, 11:10:54 AM »
Only just came across this action. Sounds very useful but I'm not sure exactly how it would be used. Anyone have an example of it moving an object?
\

12
Playmaker Help / Request a simple two-separate-finger-touch Action!!
« on: August 17, 2012, 07:32:26 AM »
I've spent the last 3 days trying to get a simple multi-touch Playmaker scene working and have failed. I've looked into this and will have one last attempt at it, I've seen one user say that you can split the touch screen into separate rectangles and check if the touches have occurred there...still not sure if that will distinguish between two separate fingers though. Also filtering when the Touch Count value=2...but same problem in making the device realise there are two separate touches happening on two separate objects, i.e NOT a 2-finger Drag.
I also use Finger Gestures but that doesn't help, so whether using FingerGestures or Playmakers Touch Actions I cannot achieve this!

Jean, you are the master of creating ACTIONS..please, when you get the time could you create a simple Playmaker scene/FSM that:

Has TWO cubes, one at far left and one at far right of the screen.
Allows you to simply rotate a Cube when the user holds their finger on it.
Rotates BOTH Cubes when BOTH are touched simultaneously with two separate fingers.
If this is done I will keep the action on standby for every app I make, and praise your name for all eternity !!!

Yours hopefully,
cb

13
iOS Help / On screen joystick acceleration?[SOLVED]
« on: July 27, 2012, 03:18:04 AM »
Hi,
I've been using the mobilejoystickcontrols package as created by Jean and have them working well. I need to convert them a little and fix them to work on an Asteroids-type ship, with inertia. So Left button to rotate ship, Right button to Thrust.
What's the best approach to do this; I want the Right button to slowly add thrust to my ship as it is held down, but to fall away slowly to zero when it is not held down.
Anyone have such a control system ?

14
Playmaker Help / Change rotation speed
« on: July 20, 2012, 11:09:23 AM »
Hi,

I have a rectangular block turning like a hand on a clock, rotating at a constant speed from its pivot point in the centre. I need to vary the rotation speed to speed it up/slow it down as needed by increasing or decreasing the float variable used in the Y rotation vector. What's the best way for this in Playmaker? Experimenting with iTween didn't achieve any satisfactory results,  I can't seem to get PM to rotate the block in a loop while receiving values to change the float value for the Y rotation.


15
Playmaker Bug Reporting / PM becomes unresponsive when left idle
« on: July 20, 2012, 02:39:25 AM »
Not exactly a bug as such, but in the last week I've noticed that if I leave my iMac idle for anything more 25-30 minutes, when I come back the whole Unity/PM program has become unresponsive. Clicking anywhere in the windows then brings up the spinning wheel and I have to force quit it.
Running Unity without PM is fine, only when PM is left idle does this happen.

Anyone else seen this or have any ideas?

Pages: [1] 2