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Messages - Sonic Punch Studio

Pages: [1] 2
1
Action Requests / Re: AdMob actions
« on: November 30, 2013, 09:37:17 PM »
Hi there! Sorry was busy these past few days.

@Jean: These two actions managed to solve some of my problems; "Some" because new unexpected behaviours has arisen during my implementation of the actions. Currently trying to create a new action for an ad load request - it's an ad-hoc solution since I dunno how to create spaces to where you enter integers and have the function refer to those values. Will post what I have once I've got it working for my own needs.

I've tried contacting the author of the NeatPlug.com version of the AdMob unity plugin with my problem but so far he hasn't replied back.

- Damien

2
Action Requests / Re: AdMob actions
« on: November 26, 2013, 08:40:53 PM »
With some help from a friend of mine, I've managed to put together 2 actions that are specifically compatible for NeatPlug.com's AdMob plugin.

These two actions will allow you to show and hide the ad banner whenever you want.

Needless to say, these actions requires NeatPlug.com's AdMob plugin (universal).

I will look into creating other custom actions for this plugin later down the track, but for now I'm leaving it at these two actions. If anyone else is interested in creating other compatible actions, please feel free to add them to this thread.

Share the love!

- Damien

(Going to leave it unsolved as there are many functions in this plugin that are not yet covered.)

3
Action Requests / Re: AdMob actions
« on: November 24, 2013, 05:29:45 PM »
Bump. Really need some help here.

4
Action Requests / Re: AdMob actions
« on: November 23, 2013, 03:29:21 AM »
Bump. Aren't there anyone that can help me? :(

5
Action Requests / AdMob actions
« on: November 22, 2013, 12:49:54 AM »
Hi there guys, I've recently purchased and integrated an AdMob plugin from neatplug.com and while it was integrated successfully I now run into a problem of not being able to full control it due to my lack of programming experience.

What I want to do is to be able to hide an ad banner when certain events are triggered (such as pressing a button or entering into another scene). There are other things that can be done with AdMob (as described in the integration guide: http://www.neatplug.com/integration-guide-unity3d-admob-ad-plugin), and I was wondering if anyone could help me in this area.

Other sepcifics: AdMob already works above Unity 3.2 (I currently run Unity 3.5.6f4 and investigating into upgrading 3.5.7 to see if anything breaks) and the plugin I purchased is universal to both Android and iOS. If there's any additional information required I'm happy to provide it.

- Damien

6
Android Help / Re: Posting scores via Facebook/Twitter
« on: November 19, 2013, 04:59:46 PM »
Had a look at the asset store - found one that is running off an obsolete Twitter API, and found others that require me to upgrade Unity.

Unfortunately I'm currently running Unity 3.5.6f4 - upgrading Unity will cause my game to be unable to compile due to Java versions.

Surely there are some Playmaker-using Android developers that are running into this problem as well (my original problem, not the Unity version problem)?

- Damien

7
Android Help / Posting scores via Facebook/Twitter
« on: November 19, 2013, 06:39:58 AM »
Hi there guys, how ya'll doing?

I'm currently looking for ways for players to be able to post scores from an Android game on their Facebook and/or Twitter feeds. A search through the Playmaker forums made mention of the Prime31 Unity plugins and I've also found additional social networking plugins at neatplug.com.

As far as Prime31 go, so far I've only found custom actions that can only be used on an iOS game (http://hutonggames.com/playmakerforum/index.php?topic=4569.0) - however there are none for the Android platform :(

Unless I'm typing in the wrong search terms, are there any Android Playmaker actions that interact with either the Prime31 or the Neatplug Facebook/Twitter plugins? Any help is appreciated as I need to integrate those social networking functions very soon.

- Damien

8
General Discussion / Re: IOS Facebook/Twitter/GameCenter Prime[31] Actions
« on: November 06, 2013, 02:32:18 AM »
Hey there guys! I was just wondering, will those actions also work in Android games?


9
Hi there guys! You may have seen a certain "2ndBrother" guy lurking around the other parts of the forum asking questions about Playmaker - that guy is me!

My name is Damien Tsui, founder of Sonic Punch Studio and also the one-man-game-development-army behind it.

I am pleased to announce that my first commercial game, Bubble Virtuoso, is finally released and available on Google Play!





Bubble Virtuoso is game of speed and reflexes as you aim for that high score while popping waves of bubbles in numerical ascending order.

PlayMaker was used in almost all facets of the game including logic, UI and even my own personal asset pooling solution. Starting with absolutely no programming experience at all, the completion of Bubble Virtuoso was an arduous 10-month journey.

To read up on my game dev. journey: Development Post-Mortem

Huge thanks to the PlayMaker commununity (especially JeanFabre, who helped me out on a couple of occasions) - without this community I wouldn't be able to complete my game!

- Damien

10
Share New Actions / Re: SmartPool released with custom actions
« on: April 20, 2013, 03:58:03 AM »
Well that's the thing - the instantiated prefabs are disabled with "_stock" at the end of the names YET they are visible. Normally disabled objects should be not visible but not the case with these pool-instantiated prefabs.

- 2ndBrother

11
Share New Actions / Re: SmartPool released with custom actions
« on: April 18, 2013, 11:58:23 PM »
Well, if it helps, the thing is I'm using SP on Unity 3.5.6f4 despite the original requirement for Unity 3.5.7f (3.5.7f is preventing me from successfully building android .apk's so I had to roll back with SP still in the project folder).

One way to reproduce this is to just simply link a prefab to a pool and then have it prepare automatically on runtime. In my case I've taken no other steps beyond that.

- 2ndBrother

12
Share New Actions / Re: SmartPool released with custom actions
« on: April 15, 2013, 09:36:29 PM »
Hi Jean, just figured out the problem and had edited my original post accordingly. Thanks for the response :D

13
Share New Actions / Re: SmartPool released with custom actions
« on: April 15, 2013, 08:36:46 PM »
Hi there, I've just started integration of SmartPool into my project but I'm kinda running into a snag here. You see, I've followed the instructions and stuff (create game object, attach SP component, linked a prefab) but when the pool preps itself on start up the stored prefabs will show up visible and paused in the middle of the screen (0,0,0).

Am I missing a step here? Is there a way to make it so that the pool will prep out of sight?

EDIT: Finally figured out the problem - had to enter some otherworldly figure in one of the position axis for it to initialise off screen.

14
Playmaker Help / RE: Device Vibrate action
« on: April 12, 2013, 01:51:36 AM »
Hi there guys! I've been looking into the Device Vibrate action here at the forums and noticed there were mutterings about a specific script or something on that line that is preventing apps from being accepted into stores.

The posts I've looked up:

The action DeviceVibrate.cs caused unity to add the vibrate line to the android manifest even though it was never used. This got us refused from the Nook and Kindle stores originally. Just deleted it and all was good.

So last week we we're getting our app refused from the Nook store as the line <uses-permission android:name="android.permission.VIBRATE" /> was being generated by Unity in the androidManifest.xml and vibrate is not allowed on the nook (or Kindle either).

Turns out just having DeviceVibrate.cs in the actions folder causes this, you don't have to have used it.

So delete it and Unity automatically removes it on build. You can check in the stagingArea folder in your Main project folder.

Hope this helps.

(... Okay just noticed they were from the same author.)

But just in case, is it safe to include this action as-it-is in an Android app being distributed in a store such as Google Play?

Cheers,
2ndBrother

15
Share New Actions / Re: Input touches for playmaker package available
« on: April 02, 2013, 08:21:40 PM »
Updated and found them events! Thanks! Whoop whoop!

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