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Messages - krmko

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Work In Progress... / Re: Templar
« on: September 13, 2017, 05:37:09 AM »
When i see something like this i can't help to think how far away i am from something this good haha :D

Work In Progress... / Re: Rick Henderson And The Artifact Of Gods
« on: September 13, 2017, 05:34:53 AM »
Thanks mate. I made a little break and started doing some art things, background etc, but i guess it's not that interesting to you, so i'll keep you posted when i get to playmaker related things again :)

Playmaker Announcements / Re: Playmaker Game Essentials Pack
« on: September 13, 2017, 05:24:08 AM »
Ah, i didn't miss it this time, great :D

Actually, that's the answer i needed, i completely forgot to enter the FSM to see what i have done, i thought that translating was done externally, but it isn't. Thanks Djay.

Hi guys,

the title says it all, i'm using translate movement for some stuff and i need to know when it stopped moving so i can do my stuff. When using velocity, it's easy, but i don't know how to do it with translate?

Playmaker Help / Unity freezes when using enable FSM action
« on: July 20, 2017, 02:14:07 PM »
I don't know if it's a bug or desired behavior, but when i use enable FSM action, select owner and the name of the FSM that uses the action (so it disables itself) with reset on exit checked, unity freezes and has to be force closed.

Version is 1.8.3f4.

Work In Progress... / Re: Rick Henderson And The Artifact Of Gods
« on: July 14, 2017, 01:22:36 PM »
Thanks for reading! I know the advices are more or less typical, but i feel people in this line of work need to be reminded of them often  ;D

While i'm at it, i'll be probably posting some workflow related stuff next devlog, using trello, asana, hacknplan and organizing workload :)

And yeah, that vicious circle of resting and feeling guilty about it can be quite horrible, especially when working on a loan like i am.

Work In Progress... / Re: Rick Henderson And The Artifact Of Gods
« on: July 14, 2017, 04:09:19 AM »
Enemy design - not yet! Now something a bit different, how to avoid burnout, my experiences and advices.

7 ways to avoid burnout

VR Help / Re: HELP! "Unity Not Responding" state
« on: July 10, 2017, 12:29:16 AM »
That's the usual stuff if you enter an FSM while you're in the playmode, since the logging starts and it takes a while. Just wait for a few minutes. If it doesn't work out, try disabling logging.

Playmaker Help / Re: Re-creating the gameplay of 'Calmfall' [SOLVED]
« on: July 09, 2017, 10:19:13 AM »
Sorry for the delay. Have you tried any of this?

Playmaker Help / Re: Re-creating the gameplay of 'Calmfall'
« on: July 06, 2017, 12:19:29 PM »
I'll write in a day or two, i'm sick. For cell is not filled use next frame event and check "action sequence" state. That way, the action are done sequentially, first the trigger check is done, if the box is filled, then go to next one, if not, next frameevent start next action, getting objects from array.

Playmaker Help / Re: too many Int Switches ?
« on: July 05, 2017, 11:53:50 PM »
Can you give us some more details?

Playmaker Help / Re: Re-creating the gameplay of 'Calmfall'
« on: July 05, 2017, 11:49:50 PM »
Sorry, i was writing from a cellphone, so i couldn't be a bit more specific.

1) Actually, i should have used the term rotational symmetry. "Submarine" is not rotational symmetrical, it is differently shaped with 90, 180, 270 and 360 rotation. However, shapes like square, or two, three, or four squares joined into a row or column are shaped the same in 180 and 360 degrees, and 90 and 270, so only two are needed.

2) The way i imagined it, yes. I'm not quite sure if there's a simpler way. Sure, it requires a lot of work, but once it's set up you good to go, you can easily add new shapes, limit the tower height etc.

Playmaker Help / Re: Re-creating the gameplay of 'Calmfall'
« on: July 05, 2017, 01:52:37 PM »
Ok. First make an array of objects (shapes) you want to use, asymmetrical shapes times four (for every 90 degrees rotation) and symmetrical times two (for every 180 degrees rotation). You need to make multiple copies of those objects with different centers. What do i mean by that? By default, a submarine shaped object a la tetris (horizontally joined three "squares" with one above the middle one) would have its center somewhere in the middle of the of the object which ia not what we need. We need three different centers for aligning (i'll explain later why), one in the left "square", one in the upper "square", and one in the right "square". You can to that by childing the object under an empty object and then setting its position locally. Don't forget to put colliders, but don't enable any physics yet.

Now the play area is basically a grid of cells of the same dimension, so your objects need to be properly sized to fit.

Make a grid of wanted dimension and put a trigger (i think on trigger stay would be ok) in center of every cell and put them in the array too.

You need borders too, they are also cells that go around the play area cells. Do the same thing but put them in a different array.

Now comes the magic, get the first (lower-left) cell from the array, check if the trigger is active (if there is an object on it already, it won't be in the first cell, of course). If not, select a random object from the shapes array and put it in the lower left cell by setting position of a parent object. Now check the border grid, if it's triggered, the shape is outside the play area, it doesn't fit. Remove it, and get another one from the shapes array. When the border grid is passed, get the next play area cell. If it's occupied, go to next one. Don't forget to check if any of the shapes are overlapping by checking if they trigger each other. Rinse and repeat to the top, enable physics and start game.

We made the shapes with different centers so the rotated objects would match the grid and all possible rotations are tested.

To make variety, you can make a get next loop get a shape from a different array every time (ie, make an array for every shape).

If something is not clear, i can make a graphical representation. Cheers.

Playmaker Help / Re: Re-creating the gameplay of 'Calmfall'
« on: July 05, 2017, 04:39:23 AM »
What do you mean? If you handcraft the levels, it's fairly simple, if you want them to be randomly generated, that's a whole new story.

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