Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - krane

Pages: [1] 2 3 ... 5
Playmaker Tutorials / Re: In-Game Quality Settings menu...
« on: March 15, 2017, 08:07:06 AM »
Thanks for sharing this. Very useful.

Playmaker Help / Re: 2D Trigger (Drop to the right position)
« on: March 14, 2017, 02:49:16 PM »
There is a drag and drop prefab in the Ecosystem that will do what you want.

Thanks Carmichael. I don't have Android, so can't see your game, but thanks.

I've got a bullet prefab (tagged Bullet) being shot at an enemy prefab (tagged Enemy), and it seems no matter what I do, I can't destroy the enemy.

The enemy spawner creates the enemy and stores it as EnemyGO. The bullet spawner creates the bullet and stores it as BulletGO.

When the enemy collides with the bullet, the collision event should destroy both (using destroy self on each prefab), but neither get destroyed, although the event is triggered in the FSM.   

Note: if I drag and drop a prefab bullet to the middle of the scene, that one bullet will kill an enemy, but any spawned bullets do not--they just bounce off. 

Is this to do with prefabs, or another problem?

(later update:)
Ah jeez, it was because I hadn't applied some changes to my prefab. doh.

Jean (or someone else) can you explain this answer?  I'm confused about instances of prefabs and how to refer to the instance, not the prefab. thanks

Pre-release Discussion / Re: bulk remove FSM ?
« on: March 07, 2017, 01:47:49 PM »
That's what I mean, Terri, but I can't remove FSMs from multiple objects at once.
It would be nice to be able to select a bunch of objects and "remove all" FSMs, or go into the FSM panel and bulk remove.

Update: Not sure if this counts as "Solved" or not, but I found if i used create object advanced and parented the item to the canvas then it works.

Thanks, but with create object, you can set a game object as a location point, no? That's what the "spawn point" is for?  I don't see where converting from world to screen would come into it if I've already positioned the game object to spawn at.

Maybe I should specify I'm in 2D, but right now I've taken it even more simply to creating an empty game object, and on the FSM for that object, using create object and setting spawn point to an empty game object (dragging it from hierarchy to spawn point)  and it's still not spawning.

The game object is on a canvas panel.

Can someone show me a simple 2d spawner???

I'm still having problems with a simple spawn.

I have an empty game object, "spawnPoint".
On the spawnPoint's FSM, I have Get Owner (and store the location as spawnLoc).
I then have Get Random Child to get a random game object to spawn, which gets saved as randomObj.
I then have Create Object  with randomObj as my object to create and spawnLoc as my spawnpoint.

The object is created in my hierarchy, but not at my spawnLoc.
I can't even find it in the scene anywhere.

Playmaker Help / Re: create game object -- sprite
« on: February 26, 2017, 07:57:33 PM »
thanks anyway

Playmaker Help / Re: 2D Trigger not triggering.
« on: February 26, 2017, 07:56:26 PM »
bump? (sorry)...

Playmaker Help / Re: create game object -- sprite
« on: February 24, 2017, 11:24:11 AM »
I don't see where the vectors could be wrong... I'm attaching the package. I'd appreciate if you could tell me where I'm going wrong.

argh, why is this  so hard!?!?

Playmaker Tutorials / More 2D tutorials, please
« on: February 24, 2017, 09:44:11 AM »
Just a suggestions, but there are lots of 3D tutorials that repeat the same thing on Youtube. It would be helpful if people see what tutorials are already there, and don't repeat them.
We could really use more 2D tutorials.

Playmaker Help / Re: create game object -- sprite
« on: February 24, 2017, 09:33:47 AM »
Thanks for the help. I can see now that it's spawning way the hell out of the parallax box. Why isn't it spawning where my parent game object is (the ship that's firing it) if it's a child of the ship, as it does in 3D?

I've tried getting the position of the parent, and storing that as a vector, and then setting that vector as the spawn point, but it still doesn't work.

Playmaker Help / 2D Trigger not triggering.
« on: February 24, 2017, 09:08:40 AM »
Looking a the drag and drop demo package, I'm wondering if there is a way to say that a dragged object (any dragged object) is on top of a dropped target?

So, what I want to say is, "there is an object on me" on a dropped target.

I can't seem to get the 2d Trigger to work.

Playmaker Help / set position
« on: February 23, 2017, 12:14:52 PM »
Can someone help me with setting position: I have a texture that will be made active on an event (e.g. button click giving instruction).  That part works fine using mouse pick 2d > activate
But I can't for the life of me get the thing to get into the centre of the screen. No matter what I do, it stays in the bottom left (0,0) coordinate.

On the button to click, then, I've got Mouse pick 2D event, which takes to a new state where I get Screen to world Point as vector "V3", save the world vector as "world".

But "world" keep showing as 0,0  : i.e. it doesn't translate my V3 at all.

Pages: [1] 2 3 ... 5