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Messages - skipadu

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1
User Showcase / Re: Zippy the Squirrel Demo
« on: May 10, 2017, 12:07:44 AM »
Looks great!

I think you should disable the state labels from the game, so they won't bother the player.
Here is link to how to do that

2
Playmaker Help / Re: Help playmaker version
« on: May 09, 2017, 09:06:30 AM »
In Unity you can see it from the menu: Playmaker -> Help -> About Playmaker...

3
Maybe you should take a video of what you have done. Easier than to download some .exe -file to test. (And it works easily only on Windows).

So you are looking for some 3rd person camera tutorial? This is also a few years old, but there shouldn't be any big changes that it can not be followed.
http://bigrookgames.com/portfolio-items/3rd-third-person-character-controller-setup-in-unity-5/

It seems to use the Unity's Stand Assets' Third Person Character.

4
Playmaker Help / Re: Smooth Camera 2D Follow?
« on: May 06, 2017, 11:32:26 PM »
I have a test setup that my player and camera have the same Y-position at the start.
When the player goes up the stairs it's Y-position will be then 2 and camera will move up by two. Then when player climbs more stairs and reaches Y-position of 4, the camera will again follow. If the player jumps off the stairs and Y-position will decrease, the camera won't move.


Little step by step of the actions:
I added FSM to Main camera.

State: Waiting for movement
Get Position - first we take player's Y-position
Get Position - then we take camera's Y-position, which is owner because FSM is in it.
Float Compare - Compare playerPosY to cameraPosY. I have set tolerance of 2, so that camera will not jump right away when starting the game.

State:Move the camera
Float Add - adds two (2) to cameraPosY variable
Set Position - Moves the camera (owner of this FSM) to the new cameraPosY

I hope this will help you to get your work to advance.

5
Playmaker Help / Re: Smooth Camera 2D Follow?
« on: May 06, 2017, 11:46:23 AM »
Hmm.. not sure but it looks like you are getting the Player.Position.Y and transY both from the player and they are highly probably always the same in your actions. Therefore, it doesn't ever send the FollowPlayer event in Float compare.

6
Action Requests / Re: "Taptic" or Haptics
« on: May 06, 2017, 09:28:39 AM »
any ideas about Taptic actions for iphone?
There seems to be multiple assets for it, for e.g: https://www.assetstore.unity3d.com/en/#!/content/73225

If I find a free solution / do it myself, I'll post it here.

7
Playmaker Help / Re: Problems exporting game to android
« on: April 27, 2017, 10:11:07 PM »
...I have attached a picture

I don't see an attachment, can you check it or give us a link to it?
That might help us to find the reason.

I haven't had a problem when building the .apk for Android.

8
Playmaker Help / Re: Nav Mesh Draw Path
« on: April 27, 2017, 09:59:43 PM »
Here is some answer that might help you to show the path:
http://answers.unity3d.com/questions/361810/draw-path-along-navmesh-agent-path.html

It's not using Playmaker, but maybe some experienced Playmaker user can help you with that.
And it seems to just have the ability to draw the path, so the "cost to move" function is needed to be done separately.


If you mean Walking Dead or other game that will show much it does cost to move to selected position / enough points to move there, like:
https://us.v-cdn.net/6025874/uploads/editor/e4/dp2jub2piw3a.png

For e.g player has 10 points to use, so the line is red then user points too far away as it take over 10 points. Then if it is under 10 points to move to selected location, the path is seen as green etc.

9
Share New Actions / Re: Sharing 49 of my custom actions
« on: April 24, 2017, 01:48:39 AM »
Not sure if I understood correctly, but could we just fork the repository and then adding own custom actions for 3rd party assets. Then just doing pull request in GitHub?


*EDIT: Fixed link*

10
User Showcase / Re: All the Delicate Duplicates
« on: April 12, 2017, 05:20:15 AM »
Looks great!

Somehow it remembered me about the "Heavy Rain" -game on Playstation.

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