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Messages - Martin-Vaupell

Pages: [1] 2 3 ... 5
1
What version are you using? The Update Guide should have a "Don't show this again" check box (or something similar - not at my computer to check).

Hi Alex
1.7.8, the lastet and greates availible via the asset store.

added a screen shot, there is no button,,  HOWEVER!!!

Scrolling down in the text, i found the button hidden there,,
for some weird reason it wasent showing up until i scrolled a little up or down.

Thank you ;) 

2
Finally back home, har day at work :p

Anyway, still no ansver on this, very strange.

3
Playmaker Tutorials / How I used the playMaker Animator addon
« on: August 19, 2014, 09:16:03 AM »
Youtube instructionional..


*no idea why this annoying SMF software wont display the video, but the link is working..   

https://www.youtube.com/watch?v=Ox1RHWh9gRI

4
Playmaker Tutorials / EasyTouch 3.x and playMaker
« on: July 23, 2014, 07:07:41 AM »
One way of implementing EasyTouch 3.x in your game using playMaker.


5
Hi,

 Odd, even when you moved to mecanim you could not control it? I am sure this is something very simple but not necessarly obvious.

 Bye,

 Jean

yes, I'm also sure it's something obvious and simple fix, like something
should have been checked on or off. ;)  anyway..  onwards..  :D

6
Playmaker Help / Re: Animations - not playing, or "missing"
« on: July 18, 2014, 06:12:13 AM »
nothing happens, after searching a bit on the forums
and learned something about animations has to be legacy

I re-checked both the model and the animations and made sure they
both are legacy.

Now there is no errors in the console anymore.

Now i just need to make the animation actually play  ....


-----  EDIT / UPDATE

Now i have downloaded the "RAW mocab" animations from Unity
same problem, but if i set them up in "Animator" then they work fine
with the model.

truly confused..


---- EDIT / UPDATE


Well this was taking to damn long, not gonna waste hours again using something
that I can do with C#

So i dropped playMaker in this situation and just setup my animations in
the Animator and then instead called the actions from C#  it works.
but defeats the point of playMaker for fast working.. 

7
Grabbed a little skeleton guy from the asset store and wanted to play around with him, since he already came with animations.

However, I'm banging my head into a wall here.

For some reason, I can't get the animations to play as I want, or when they play
they play animations I haven't intended to play.

Added a screenshot.

Also on imgur for large one - http://i.imgur.com/IMhF5wG.png

8
Playmaker Help / Re: Probuilder support[SOLVED]
« on: July 18, 2014, 01:37:38 AM »
So what to do with this ?

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved.

/* NOTE: Wrapper no longer needed in Unity 4.x
 * BUT: changing it breaks saved layouts
 * SO: wrap in namespace instead (supported in 4.x)
 */

// EditorWindow classes can't be called from a dll in Unity 3.5
// so create a thin wrapper class as a workaround

namespace HutongGames.PlayMakerEditor
{
    internal class AboutWindow : AboutPlaymaker
    {
    }
}

also having this issue, so in order for my playMaker to work, i just run a
older version, then everything is fine. Only have this problem with the new version.

9

Usually I use Easy Touch 3, and enjoy it very much,
however it's not playMaker compatable, so i have to write
scripts to convert each action into a playMaker action.


Are there any known assets in the store or on the web, that has
playMaker support out of the box ?

10
Playmaker Help / Re: Save Score in playmaker..
« on: June 19, 2014, 08:24:34 AM »
Can you be a little more specific?

Hi Admin

Thanks for the reply! I made a flappy bird style game in playmaker. In my game I'm seeing the score. But I wanna save the score somewhere. (example: high score list) How can i do that?

Answered you twice on twitter, even linked a tutorial on how to do playerprefs!

11
To get around the switch..

To be honest, I would turn to C# and do a while loop,
Exspecially if i have to loop through more than 5 of the same function.

or better yet, write a
On Case select function, that can autoreplace for each number.

There is a "school" saying for programmers.
If you write the same line twice, with different variables, then you are doing something wrong, or ineffective.

Meaning

If random=1, play audio "one" and put graphic 1 on polygon.
If random=2, play audio "two" and put graphic 2 on polygon.
If random=3, play audio "three" and put graphic 3 on polygon.
etc, ect, ect, ect ... all the way to 100.

It is bad practice.

Instead i would proberly come up with some thing similar to this..
(written in english)

Code: [Select]
E is equal to 0
  For as long as E is less than 100 do the following
    E is equal to E now add 1;
    if random=E, play audio E$, and show graphic E;

    // failsafe exit
    if E is greater than 100 then exit
      break;
  Next


I doubt playMaker has a action for this, but I'm sure one of the very nice
programmers around could write such a specifik action for you to use.

12
Playmaker Help / Re: hi,clone objects
« on: June 12, 2014, 03:02:35 PM »

If you're creating bullets or something, there are two common ways of destroying them.

One popular way is adding a FSM that has a timer on it, and after a sertain ammount of time, it destroys it self.

The other popular way is adding a border to your scene, and when the object
hits the border, its destroyed.

Or if the objects always collide with something like ground, walls or enemies you can always call a destroy function right after impact.


What are you making? It make's it much easier to give you some help
if you are a bit more specifik in your request.

13
Playmaker Help / Re: Help me create a game :)
« on: June 11, 2014, 02:41:43 PM »
right!.. 

Well you need to be way more specifik on what you want help with.
More like specifik problems, it sounds to me as if you are looking for a partner
to develop games with, without having a specifik goal except
- making a good game
- then earning some money

Well if that is the case, welcome to the club were all doing that.

Then you might reconsider your first post, and post in general and maybe post
a more "hello my name is <name>, i can do <skills>, I'm looking for people to do <goals> with and exspect to <achieve> this.

Then later when you are working on a game, and run into a problem.
You come back and and write for help with a specifik issue..


The only thing i can recomend with your current post and no indications of your
skills and goals or game in progress, i suggest you go through the playmaker
tutorials.

http://www.hutonggames.com/tutorials_game_design_with_playmaker.php

Welcome ;)

14

Importing directly from the assetstore/updater is fine for a new project.
but NEVER on a existing project.

I highly recommend staying with the version of the assets you start your project with, also the engine version. Unless the update really adds something you
must have or need.

If you decide to just update everything continuously as they are released,
then do it like I do (the safe(r) way)

1) Always backup your project
2) Have a "blank" project where you import new assets
3) Then via files manager copy the asset from the blank to your current project.
This will give you the updated files, and not the install changes that comes
with importing some assets..

I even made a video on the subject!




On the lost configuration files matter, I'm afried you have to restore a to
the version you had before you started the download.

15
User Showcase / Re: E-Brain teaser [Android + Kongregate release]
« on: May 10, 2014, 08:19:20 AM »
In response to the pm's on twitter..


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