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Messages - MattyWS

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do you need gravity?

Also the "is kinematic" checkbox may need to be turned on. :)

It does work, can you send a screenshot of the settings for your rigidbody in the inspector?

Maybe bad practice but doesn't global variables carry across scenes?

Work In Progress... / Re: Ricochet Remake
« on: March 07, 2018, 07:57:43 AM »
Thanks, if you want to give it a whirl you can try out the first 15 levels! Please note that I made sure to keep the first 15 levels simple enough for anyone to grasp the concept, since my previous attempt at this game everyone really struggled.

the 15th level introduces portals!

Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: March 05, 2018, 04:27:47 PM »
That does seem to be the issue actually... I have Unity 2017 version 3.1f1. I hope it's resolved soon but until then I guess I will just hold off on using Textmesh Pro. :(

Thanks for the info!

Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: March 04, 2018, 05:38:58 PM »
Hi, sorry to rez this topic but it seems to be the last known actions for TextMesh Pro+Playmaker actions.

I imported the actions into my project and all of my UI (it was all under one prefab), thats buttons, images, texts.. all were moved around, set to different locations and incorrect positions and I couldnt move them anymore. Once I removed these actions I could move them again but the locations were still all wrong and I had to manually move everything back to where it all was (lesson learned, back up projects before importing new things).

So I want to ask, is this the definite latest of the actions and can it be used with the latest version of Unity and the free version of TextMesh Pro? If not, is there a more standard set of actions for this?

All I really want to do is update a text with an action. xD


Playmaker Help / Re: Endless runner with zigzag roads
« on: March 04, 2018, 02:22:17 PM »
I actually made one myself using playmaker

The way I went about it was, I made a straight segment, a left turn segment and a right turn segment, then I dynamically spawned them at random on the end of each other the closer the player got (they spawn off screen). I also put a spawn point on the straight segments in the middle that had a random chance of spawning a cube that you would collect for points.

as for the player controllers, I simply had the player in one of two states, going left or going right. tapping the screen swapped between the two

User Showcase / Re: Hellscreen Retro 90s FPS Kickstarter launch
« on: March 02, 2018, 06:40:31 AM »
Really impressive! Reminds me of the old Quake games but with a little more of a retro look.

Do you ever wonder what this game would look like in VR? :O

Playmaker Help / Re: uGUI debug showing "state 1" on click
« on: March 01, 2018, 05:49:15 AM »
Oh I see what you mean now, I found the checkbox to disable labels. Blonde moment for me sorry! It's on the PlayMakerGUI object in the scene. This topic is resolved.

Playmaker Help / Re: uGUI debug showing "state 1" on click
« on: March 01, 2018, 02:10:46 AM »
I didn't  find any preferences for this, is this fsm stored somewhere in the project? I didn’t think to change it to debug off in the scene while the game was running since next time I run it, it’d be a new one I assume.

So my issue still remains :(

Work In Progress... / Ricochet Remake
« on: February 28, 2018, 08:43:01 AM »
Hi all,  so long story short, I made a game 3 years ago, abandoned it because of a huge bug I couldn't solve at the time and now started from scratch a couple weeks ago because I no longer have the old project on my PC.

While the remake is not yet released, here is some early footage of a test level showcasing portals!

Playmaker Help / Re: uGUI debug showing "state 1" on click
« on: February 28, 2018, 07:04:11 AM »
Infact, I found the culprit and it was a "playMaker Send Event Proxy" object made at run time... Screenshot below. How am I supposed to disable the debug labels on that? :(

Playmaker Help / uGUI debug showing "state 1" on click[SOLVED]
« on: February 28, 2018, 06:37:47 AM »
Hi, has anyone else had an issue where a 'state 1' debug label would show up in the center of the scene when a uGui button is clicked on using "OnClick"? I have 3 buttons at the end of my level and they all do this despite none of my playmaker actions in the whole game having a state1 (I name them all). I doubled checked as well.

Any ideas? I have a Playmaker UGui prefab in the scene and the buttons have the "Play Maker u Gui Component Proxy (script)" component on them.

On top of that, all my playmaker FSM's have debug off

Android Help / Re: Making an app 101 - Questions from a first timer
« on: February 28, 2018, 02:52:07 AM »
I use double or quadruple resolution images to what size they would be in game. In fact I’m currently working on a 2d game and my objects typically only take up 1x1 unit in the game, but are 512x512 pixel images. No one will ever see that blur. :p

Can you not set your cameras background color to red? I would do that but in my case I made a gradient image uncompressed and have it scaled up full screen and attached to my camera, maybe not the best practice though.

Feature Requests / Re: Uncheck "Show state labels in game view" by default
« on: February 28, 2018, 02:46:03 AM »
I second the op’s point. Those labels get annoying after a while and I don’t need them that often, I usually turn them off as soon as I create an FSM. When I’m in productive flow it can be quite jarring to stop what I’m doing just to switch it off on new ones.

It’s unusual to have ‘debug mode’ on by default anyway. :)

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