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Messages - playsteven

Pages: [1] 2 3 ... 5
1
Playmaker Help / Re: Check for sprite value of none
« on: November 15, 2017, 03:55:17 AM »
Thanks @djaydino I thought I had tried that, but obviously I didn't  :o Can't even blame tiredness when you make mistakes in the morning!

2
Playmaker Help / Check for sprite value of none [SOLVED]
« on: November 14, 2017, 04:53:01 AM »
Hi,

I've got a sprite in my action and I want to check if the inputed value is none. I've tried null but that doesn't seem to work.

Currently I'm using a bool value to see if I need to change the sprite, but if I can check if the sprite is none then I don't need the bool (just tidying code a little).

Code: [Select]
public FsmBool SecondImage;
[ObjectType(typeof(UnityEngine.Sprite))]
public FsmObject SecondImageSprite;

Thanks,
Steven

3
Playmaker Help / Re: Have FSM present in all scenes
« on: November 08, 2017, 06:23:43 AM »
Thanks Gustav, perfect :)

4
Playmaker Help / Re: Have FSM present in all scenes
« on: November 08, 2017, 04:16:30 AM »
I think I may be making progress...

In scene one I've created an object with an FSM using the action Do Not Destroy, so this object appears in other scenes. In this FSM I can add some Global Transitions.

In other scenes I can use Send Event and Broadcast All to use the Global Transitions in the (not destroyed) object which now appears in all scenes.

Is this the best way?

Now I just have to work out how to Get FSM Int values from the object in the other scene. Or can I only use global variables?

5
Playmaker Help / Have FSM present in all scenes[SOLVED]
« on: November 08, 2017, 02:19:59 AM »
Hi,

I want to have a couple of FSMs which will be present in all my scenes to deal with ads and billing, etc.

What's the easiest way to do this?

Would I put an object in the first scene (which is little more than a loading screen) and mark it as do not destroy?

If I did that, how would I access/reference the FSM from FSMs in other scenes?

Thanks,
Steven

6
Hey there,

I've just launched my second game (self published this time) which is Trivia Guy, a comedy quiz game.

Made with Playmaker, of course  8)

It's free on iOS at https://itunes.apple.com/us/app/trivia-guy/id1220889266?ls=1&mt=8

The trailer's at https://youtu.be/UFu_RqrWA4Y

If you want to see the Press Kit then you'll find it at http://triviaguygame.com/presskit.html

I'm launching on Android next month (August) and looking for beta testers to ensure a smooth release on devices. If you are interested could you drop me a note: steven [at] groovywoovy.com

Thank you!

Steven
Please follow me at https://twitter.com/groovy_woovy

7
Playmaker Help / Downgrade Unity version
« on: March 13, 2017, 07:41:55 AM »
I have a Playmaker project in Unity 5.5 and I'm wondering the easiest way to downgrade to Unity 5.3 or 5.4 - so I can test the possibility of a crash on a certain device.

I tried to open the project in an older version of Unity, but saw many Playmaker errors (which makes sense as Playmaker was installed for 5.5).

Thanks.

8
Playmaker Help / Find Missing and Inactive Actions
« on: September 26, 2016, 06:08:37 AM »
Hey folks,

Is there a quick way to find missing actions that I have unticked and made inactive (to be lazy and save time when I replaced a plug-in)?

Cheers,
Steven

9
Playmaker Help / Re: Going from FsmVar to FsmString
« on: August 01, 2016, 03:24:18 AM »
Just in case anybody else wonders how to get a value out of an array...

Code: [Select]
string theString = (string)(achievementAwardsScreenTextArray.Get (awardNumber.Value) );

worked for me - after 2 days of failed attempts  ::)

10
Playmaker Help / Going from FsmVar to FsmString
« on: July 30, 2016, 06:08:06 AM »
Hey,

I've got an array and I want to get a string value from it. What's the easiest way?

I can get the array value in to a variable, but can't work out how to convert the var to a string.

So, I've got ...

Code: [Select]
[RequiredField]
[UIHint(UIHint.Variable)]
public FsmArray achievementAwardsScreenTextArray;

        [Tooltip("The award number.")]
        public FsmInt awardNumber;

        [UIHint(UIHint.Variable)]
        private FsmVar storeValue;

[UIHint(UIHint.Variable)]
        private FsmString theString;

public override void OnEnter()
{

storeValue.SetValue (achievementAwardsScreenTextArray.Get(awardNumber.Value));


... and I need to get storeValue (which should hold a string by that point?) to theString so I can use it to set some text.

How would I do this?

Thanks in advance,
Steven

11
Action Requests / Re: Split text file for Playmaker arrays
« on: June 27, 2016, 01:17:58 AM »
Perfect   :D

Thanks, Jean

12
Hey there,

I'm not too sure all the actions are showing when you see results. I am looking for the new split text to array action and no search will find it.

Not complaining  :D Just wanted everybody to know that there are more actions available that I'm sure we'll see soon thanks to the super effort of Jean.

Steven


13
Action Requests / Re: Split text file for Playmaker arrays
« on: June 24, 2016, 02:30:33 AM »
Jean, I'm trying to grab the action on Ecosystem and I'm mostly getting JSON and 500 errors. When the search works, I can't see this action  :(

Could I possibly get this action outside the Ecosystem?

Thanks,
Steven

14
Action Requests / Re: Split text file for Playmaker arrays
« on: June 24, 2016, 12:10:04 AM »
Thanks, Jean  :D

That's absolutely brilliant!

All the best,
Steven

15
Action Requests / Split text file for Playmaker arrays
« on: June 22, 2016, 03:46:47 AM »
Hey there,

Is there any chance we could have an action to split a text file to the built in Playmaker arrays?

I use the ArrayMaker version, and they are ultra handy, but I am loving the way arrays work in Playmaker now  :D

Thank you,
Steven

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