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Messages - BDFgames

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Share New Actions / Re: Steamworks.NET
« on: May 04, 2017, 03:03:40 PM »
Thanks for sharing. Very simple -- I must be trying too hard with mine or something, as mine only works now and then.  :)

I'm pretty sure the Upload Score action only takes Integers right now. Someone would need to create a version for other formats the Steam Leaderboards will accept.

If there are any expert Action script coders interested in taking this on, I'd be interested in putting some cash into such an engagement too.  :)

Share New Actions / Re: Steamworks.NET
« on: May 04, 2017, 02:47:49 PM »
"i got the achievements to work and I have it where it is saving scores to the leaderboard."

Nice one. Mind sharing a screenshot of your leaderboard saving state? Mine works, but only intermittently, so I'm guessing I've done something wrong.  :(

"Does anyone know how to retrieve the leaderboard scores and display them?"

It seems to be currently not possible to display the leaderboard in-game using the Playmaker Steamworks actions. The action scripts need to be revisited to enable this.

Share New Actions / Re: Steamworks.NET
« on: April 29, 2017, 06:46:07 PM »
Not that I'm aware of.

Share New Actions / Re: A* pathfinding (stable 0v841)
« on: March 19, 2017, 02:10:08 AM »
The reason I'm interested is that you can't build the standard Unity navmesh at runtime, which A* can. Realistically, that's the only reason I'm interested in it, as vanilla navmesh does everything else I need at present. Others will doubtless have other needs, of course.  :)

Share New Actions / Re: A* pathfinding (stable 0v841)
« on: March 15, 2017, 02:24:27 AM »
I'm not currently, no, as I went back to Unity's navmesh agent, but definitely open to revisiting A* as it would enable proper random level generation.

Where would you propose to start?

Share New Actions / Re: A* pathfinding (stable 0v841)
« on: March 14, 2017, 01:51:38 PM »
Yes, I would be very interested.  :)

Share New Actions / Re: Steamworks.NET
« on: February 10, 2017, 07:18:30 PM »
Absolutely. More than happy to play my part to advance the solution.  :)

Share New Actions / Re: Steamworks.NET
« on: February 09, 2017, 11:12:22 PM »
Hi Jean,

Thanks for jumping in. I think the main issue for those of us trying to work with and Playmaker is that the Steamworks functionality in the actions as they stand right now is incomplete.

Some things don't seem to work as intended. It's difficult to know, though, because the actions don't seem to report errors or allow Fail results. (As mentioned, its support is "incomplete".)

As a case in point, while I have been able to get a leaderboard to update, it only does so occasionally, and without displaying any reason for failing when it doesn't work.

Also, there doesn't seem to be any actions available for grabbing the information to display in-game. Seems to be a one-way trip for leaderboard data, for example.

My understanding is that the package may not be official Playmaker actions, but I'm hoping you guys might be able to take a look and shed some light on where Playmaker is at with Steamworks support, and perhaps give it some much-needed love.  :)

Looking forward to your response.


Share New Actions / Re: Steamworks.NET
« on: January 31, 2017, 03:12:15 PM »
Would love to hear from a Hutong person on this... *cough*  :)

Share New Actions / Re: Steamworks.NET
« on: January 08, 2017, 10:24:51 PM »
Thanks, clandestine. Bummer.

By the way, thanks also for that "comic strip" you created of the process—it was very helpful.  :)

What's the best way to request an escalation on this with Hutong, do you think?

Share New Actions / Re: Steamworks.NET
« on: January 07, 2017, 07:05:41 PM »
Hi all. Thanks to the excellent work here by both the original dev and those who have followed, I've managed to record scores in a Steam Leaderboard, but I can't see how to extract scores from the Steam Leaderboard to present in-game.

Has anyone figured that out?

Share New Actions / Re: A* pathfinding (stable 0v841)
« on: December 09, 2016, 04:13:40 PM »
Hi guys. What's the latest on A* pathfinding support in Playmaker? This seems to be the latest info, but I note it's from back in August. Has there been any progress since then?

I'm currently experimenting with A* (Unity's navmesh, it turns out, is "limited" in certain areas) and it'd make things MUCH easier if I can use Playmaker's visual interface.  :)

VR Help / Re: Problem with raycasting from child of controller
« on: December 02, 2016, 03:40:51 PM »
Thanks, Jean. Yes, that's essentially how I figured out what was going on.

I still haven't figured out why it happens, but I've at least figured out what I need to do to fix it when it does, and I've now streamlined that process so it's far less arduous than it was.  :)

Thank you for trying to help, anyway.

And, on a side note, I want to thank you for all the many, many posts and tools I've found from you around the Web and on the Ecosystem—you've made learning the ropes with Playmaker 10,000 times easier.  :)


VR Help / Re: Problem with raycasting from child of controller
« on: November 28, 2016, 02:09:28 AM »
Hi Jean.

I think we're talking about different things. Both the ray and the bullet objects the gun fires (as a visual player aid) go the correct direction--it just starts (origin) on the floor instead of at the Bullet Spawn Point object. The ray is essentially in parallel with the line it should be on.

Unity seems to believe the Bullet Spawn Point object is on the centre-ground of the Vive play area instead of where it's actually located, as the child of the gun object.  :S

And, as mentioned, this exact same setup works perfectly in another scene, with the bullet objects and the ray spawning at the correct point--and I copied this rig from that scene into this new scene as-is!

I seriously cannot see any reason why it is using the wrong origin. It's very weird.  :S

VR Help / Re: Problem with raycasting from child of controller
« on: November 28, 2016, 01:47:04 AM »
Hi Jean. Thanks for your help.  :)

Here are a few screenshots of the FSM, action and relevant Game Objects. Hope this gives some context.

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