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Messages - MeachWare

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1
@Martin - THAT notice should pop-up after EVERY Asset Store download!
(you know just before us n00b's hit the "Import" button  ;) )

Excellent post and info!
 8)

2
Playmaker Help / Re: Global Variables (floats) from txt or xml file?
« on: March 05, 2014, 04:39:20 PM »
That sounds great Jean!

I learned a lot after I took my "universe creator" and decided I wanted an XML based report after the universe was created. It was a bit confusing at first and I still have a bunch of "container" classes but it works a treat!

Of course now I'm going to basically scrap almost the entire process / structure and go a different (faction-based) direction. But I learned a lot in the process.
 8)

3
Feature Requests / Re: HOTWeen (iTween is outdated)
« on: March 04, 2014, 03:42:50 AM »
Menu->Wiki->Add-ons: scroll down to HOTween

-OR- CLICK HERE

 8)

As for replacing/removing iTween, pretty sure it's as easy as removing the iTween folder and actions.

I also agree that iTween is long in the tooth and slower than other, newer options including HOTween

4
User Showcase / Re: Take alook at my first Unity/Playmaker Game
« on: February 21, 2014, 08:06:15 AM »
Awesome - good luck with the release.

PS Ever seen "Power up" - been following him since his kickstarter.

5
General Discussion / Re: Share your Unity Layout
« on: February 17, 2014, 05:29:36 PM »
Okay cool, I'm trying very hard to at least post notable things I learn while creating my game with Unity 3D, C# and PlayMaker. I've been sidetracked many times since I started the project nearly 2 years ago but headed down the path now.

If you ever start a dev blog, please post here.

 8)

6
User Showcase / Re: Take alook at my first Unity/Playmaker Game
« on: February 15, 2014, 02:41:48 PM »
Congrats! Seems well polished and fun (for those that like 2D side-scrolling shoot-em ups!, which isn't me  :( )

HOWEVER, that doesn't diminish from your hard work and seemingly fun game!

Oh and my only feedback was it took forever to load and I have very fast internet, can you do anything to speed it up? As in loading the starting game animations and then streaming the rest and only display the menu once the level has loaded?

Again congrats!
 8)

7
User Showcase / Re: Exteria - Fantasy FPS
« on: February 14, 2014, 03:27:31 PM »
I'd be happy to test a Mac build for you.

I'm not really sure... it just doesn't get me excited, maybe show me some other screens or something that makes what to see more.

Actually, after my post I was checking twitter and I saw this image and THIS makes me interested and I want to find out more... I realize this is vague as heck but I always try and give honest feedback. I guess from the video what I see really lacks polish, actions seemed a bit off and I'm just not sure about that "wand" weapon, seemed like its movement was swishy and I'd want to like a forceful stroke; like Harry Potter would do...



Note: FTP = Free to Play, not sure I was clear. If so then aren't there ways to unlock content in a Unity3D app? If not...  :o I'm sure you could release a LITE version for people to try.

HOWEVER; you should be EXTREMELY proud of that fact that you completed your project and it is now available for sale. As far as Unity 3D; I'm still a virgin  8)

8
User Showcase / Re: Exteria - Fantasy FPS
« on: February 14, 2014, 06:14:25 AM »
Good luck on your release.

A few questions:
  • Was built with Unity 3D, why no Mac release?
  • Do you have a dev blog?
  • Did you consider FTP with unlockable content? (please don't take this the wrong way, it is meant as helpful) From what I can see in the video I doubt I'd play even if it was free. Sorry...  :-\

Again I wish you luck.

9
General Discussion / Re: Share your Unity Layout
« on: February 13, 2014, 05:25:23 PM »
...

Do you have a dev blog? I'm curious about your game design.
Thanks
Oh mine's here: http://skyport-alpha.blogspot.com

10
General Discussion / Really like the PM workflow
« on: February 13, 2014, 05:22:54 PM »
ARG - I spent most of today working on my procedural galaxy creator (C#) and saving the results to XML. I've got nearly everything complete and tomorrow I'll be working on the summary report (Faction count, etc). It was a great learning experience (especially trying to get a WHILE loop to work right) but MAN I REALLY missed the VISUAL layout of PM and I've only been using PM for like 4 days...

Just need to figure out more ways to extend PM so that it can do even more.

 8)

11
If you open the package you always preview and can then choose not to import them.


12
Community Wiki Suggestions / Add Ons and what not
« on: February 11, 2014, 03:31:27 PM »
Please start adding (or even update existing with v1.0) version numbers to the packages / downloads available on the Wiki. This would make it very easy for us to know if we have the most current version. To add to this would be a change log of course  ;)

13
Forum Suggestions / Re: Top SEARCH box
« on: February 11, 2014, 02:27:23 PM »
Cool - not sure about the news item but something caught my fancy and I was like WTH, now I have to go look for it!  ;) Oh I think it was something about updated youtube tutorials.

From my previous experience the top search bar is fine for ONE WORD. Once you enter multiple it's pretty useless  :(

However, the menu bar Search allows a much more fine tuned search that handle multiple words just fine.

14
Playmaker Help / Re: GLOBAL EVENTS
« on: February 11, 2014, 12:09:20 PM »
...Not if your manager is responsible for launching this fighter. However, it's not unusual that I actually fire a global event to the owner for another fsm to catch it, so my manager can be made of several fsms, and they communicate via global events still.

In all cases, If you know the target game object, send an event to it specifically, it's always better then firing to everyone and having to filter events then on each implementation.

Thank you - I'm off to work on my manager.

15
Playmaker Help / Re: TRIGGER ENTER / EXIT
« on: February 11, 2014, 12:08:10 PM »
Hi,

 possibly. Or maybe another trigger is setting the static variable if you access the collider info to late. usually you should process the collision info as the first thing upeon reception of a TRIGGER XXX and COLLIDER XXX  event.

bye,

 Jean
so which is it?
* Am I not understanding the purpose of "Store Collider"?
* Is it broken?

and should I submit a bug report?

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