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Messages - sandEboy

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1
General Discussion / Re: Visual Scripting Talk
« on: January 23, 2017, 08:33:19 AM »
Hi,

 Don't worry :) since when visual scripting should be a shame? PlayMaker is #1 top grossing on the asset store ( consistently in the top 5 for more than 6 years now!), and that's because you are far from being the only one who don't know programming, yet want to create interactive content.

Embrace any tools that gives you freedom of exploration and fulfilment. It's the ones who are criticising you for doing so that should be ashamed... but I suspect you put this pressure on you by yourself here :)

Now, from a hard core professional point of view, some will argue with various points that it's not viable. I always mention in this case that you should remember early age of graphic computing, legends say that when they knew by hart the full sequence of vertices positions to input it in their computer program,

http://nautil.us/blog/the-most-important-object-in-computer-graphics-history-is-this-teapot

And so, one could claim that if an artist is now using blender or 3d studio they should be ashamed of not manually inputing vertices in a CG program? what about intellisense that gives programmer a preselection of choice to speed up workflow and prevent typos and compiling errors, that's pretty visual to me! I guess it's the same with interactivity programming, visual programming is used in so many environment that it make sense to use it and explore its potential in every area possible.

BUT, for sure, visual programming doesn't mean that you don't need to know about design patterns, lists, loops, and various critical algorithms necessary to build complex interactivity. For that you'll still need to learn programming, and that doesn't necessarily mean written programming, but at least, you need to be curious about it, open mind and not develop an alergy to reading scripts even if you don't understand everything, let it sink slowly and you'll see that after having used PlayMaker for a while, you'll likely find reading scripts easier and easier, to the point where you'll be able to create your first custom actions, etc etc. Because yes, your best and most powerful skill set will be when you'll master both PlayMaker and scripting.

Bye,

 Jean

Thanks jean, good to know I'm not alone and very interesting point of view and insight.

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General Discussion / Re: Visual Scripting Talk
« on: January 23, 2017, 08:32:26 AM »
I learned java back in school and lua to - don't laugh- program little robots in minecraft to do my bidding... but I've forgotten pretty much everything of it at this point.

I've been creating a game as a hobby project for the last ~2 years now and since I lacked all the basics in the beginning, I have redone the whole thing a couple of times, like when I learned about new things like ArrayMaker or DataMaker. Actually, at times it felt like redoing things was all I was doing, which can be quite frustrating.

I have no problem "admitting" that my game was created entirely without me writing a single line of code (unless you count xml, which I don't)... and why should I?

If what you create is fun for people to play and if you enjoy what you're doing... where's the problem? There's nothing embarrassing about it. At. All.

Thank you marv, appreciated.

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General Discussion / Visual Scripting Talk
« on: January 13, 2017, 06:20:54 AM »
I can't write a java script, c# script, boo, python, html, c++ and whatever else scripting language there is. I've tried learning some form of scripting language on several occasions, it seems time consuming, boring and reminds me of math. The only scripting language I have ever been professional and productive in is GML. In other words, I program exclusively with visual scripting. Is this an embarrassment? Is anybody else like this?

4
Playmaker Help / Orbit Cam With Collision And Adjustment
« on: January 13, 2017, 06:09:46 AM »
I used the simple method of having an empty rotate with mouse look, and the main camera as a child to look at the empty. Simple orbit camera set up. Now I need the camera to detect obstructions and readjust. To achieve this, I have the target of the cam (who or what the camera is watching/orbiting) cast a ray towards the camera, whereby if it reaches the camera without any obstructions whatsoever, it will remain as is. But if it hits something before it reaches the camera it will switch to a state where the camera should jump to the position where the collision occurred.

So far, I'm getting the state to seamlessly switch whenever the ray hits something before the camera. But how can I store the information of the point where the ray hit and move the camera to that position?

5
Work In Progress... / Re: CrimeLord
« on: November 21, 2016, 08:19:03 AM »
From the description, I had pretty low expectations.  However that video changed me.  Its pretty solid for its proof of concept.

While I understand you dislike solo campaigns, another way to look at it is... You have can people play campaign while your waiting to get X number of people together to play multiplayer.  Give them something to do while waiting for more people, ya know?  Im not saying focus exclusively on it, but it has a role (even if its pretty simple)

You can make it simple.  Your an underling for a big crimeboss and your doing his dirty work and getting the glory.  Work in some double cross moments, turf wars, etc.

Sorry I'm just seeing this. You are absolutely correct and I do plan to capitalize on that.

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Work In Progress... / Re: CrimeLord
« on: June 19, 2016, 08:08:02 AM »
You're work looks good, thanks for the encouragement.

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Work In Progress... / Re: CrimeLord
« on: June 19, 2016, 07:34:02 AM »
Also, upon suggestions to narrow down my scale, I shifted my focus to this...

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Work In Progress... / Re: CrimeLord
« on: June 19, 2016, 07:04:43 AM »
As an individual, I do have my perks and also my weaknesses. My strength lies in my cognition and out of the box thinking, ideas and concepts. I'm also somewhat excellent when it comes to modelling, as you've probably noticed through the demo. I've been able to whip up fully playable demos in 23 days before, in essence it is no miracle for me to accomplish what I set out to.

My weaknesses however, is manpower. Even though I can do, basically everything there is necessary to complete this game... If I were to really do everything, it would take tons of time. I don't mind conceptualizing, modelling and scripting but I do have a problem with, yes... you guessed it. Texturing. It's a daunting task and I hate it. I hate polishing assets in general. Unless I'm going to go full mudbox projection painting on this, which I honestly can't afford. Even then would I still have to browse the web searching for reference and images to use as textures.

My other weakness is level design, I don't mind whipping up a few weapons, vehicles, props or characters in 10, 15, 20 minutes each (literally) and UV mapping them. I'm yet to come to a conclusion of how to design and UV map any form of building or architectural structure. I use blueprints a lot for all my models, but save the floor plan, there are no blueprint for buildings.

This is in all honesty.

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Work In Progress... / Re: CrimeLord
« on: June 19, 2016, 06:43:53 AM »
As you probably realize the project has been dead for a while. Lack of support and encouragement basically drove it to the ground. I put in the work and tried to build a fan base, even spending money here and there to achieve that, but as far as I'm concerned, no one is interested or seem to think I can pull this off.
 
I want to thank the VERY few supporters that I did have, namely Zeldag, who helped out a lot in anyway he could, my cousin with a little funding and encouragement and a friend on fiverr. That's basically it.

10
As seen in the character simple move action, there is a speed variable. There is no other action in playmaker to control that variable. The character's speed or velocity can build up and affect other actions on transition, such as the translate action, giving it added velocity. There needs to be an action, that doesn't involve the auto gravity in the simple move action, to just instantly set the character controller speed or velocity to 0 or any desired amount.

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General Discussion / Re: How do I get my WIP game to show on my posts?
« on: April 17, 2016, 12:26:58 PM »
It works. Thanks  :)

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Playmaker Help / Re: Set character controller speed.
« on: April 16, 2016, 02:47:57 PM »
No such thing, you're way more experienced than I am. I appreciate the help, which is a lot. I was looking for an easier route really but I'll definitely try that when I get back.

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Work In Progress... / Re: CrimeLord
« on: April 16, 2016, 11:27:48 AM »
Glad you like it. Cheers  :)

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Work In Progress... / Re: CrimeLord
« on: April 16, 2016, 10:40:18 AM »
Also, I understand the skepticism.

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Work In Progress... / Re: CrimeLord
« on: April 16, 2016, 10:35:51 AM »
I just posted a new update with gameplay footage. Check it it out  :)

https://grasptech.wordpress.com/2016/04/16/update-2/

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