playMaker

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 - DennisJensen

Pages: [1] 2 3 ... 7
1
Playmaker Announcements / Re: Playmaker Game Jam
« on: February 14, 2018, 06:53:29 AM »
Great idea. I would love to join.

Also we can sponsor our package as well from 2nd Studio. If it has interest.

Link:
https://assetstore.unity.com/packages/templates/packs/2d-retro-pixel-art-platformer-pack-51070

2
Playmaker Help / Re: On Focus - U Gui Button
« on: February 07, 2018, 05:49:23 AM »
Awesome that did the trick, thank you.

3
Playmaker Help / On Focus - U Gui Button [SOLVED]
« on: February 06, 2018, 05:14:50 AM »
Hi Guys,

I been working on some Gui for our game KnightOut.

What I would like to do is when a button is focused a event happens. It does work when I click on it, and with the help from the U Gui Pointer Events script I can hover over it with the mouse and trigger the event.

However what I would like is to trigger the event when it's focused, because then it also works with a joystick and with the keyboard. You could click the button, but in this case it would work best when it's just focused, and the click would be a unnecessary extra thing.

Let me know if you have any ideas to solve this? Or if you had a similar problem.

Thank you,
/Dennis

4
Hi Jean,

I would love to help out and share with you what I found. I will just need to free some time, right now I'm really busy, but I will remember it and send you a update.

5
Action Requests / Re: Steam / Steamworks.net / Steam SDK
« on: January 12, 2018, 06:07:43 AM »
Okay,

I havn't come around to test these actions proper yet, but I will soon :) You can write me on my email or PM me here. dennis@2ndstudio.com

6
I just wanted to write my 2 cents.

We are using playmaker and porting to the switch.

We had some small initals problems, since Playmaker isn't really supported, but people are using it, and on the forums for Nintendo you will be able to find the fixes. Other than that its been pretty straight forward. There is some things that not supported in Unity as well, but all devs have to deal with that. So far it's been really easy for us to port, and a not a lot of hassle, from a playmaker point of view. So go for it guys :)

7
What happens is :
When the action is played it will set the bool on the variable to false.
Then it will do a loop and check again if false or true.
If false it will continue the loop, if it was set back to true it will reset the loop and it will set the variable to false again.

So the action is getting the bool to check if true and then if it is true it will set the variable to false and reset the loop. :)

Thank you for explaining, but I would guess the normal array get next would restart each time you run the state, however it didn't really work, it doesn't make sense to me that it runs from 1 instead of 0 the second time I run the action :O I could understand it if it didnt do anything. But who cares it works now and I kinda get what I did wrong.

8
Playmaker Help / Re: Array loops starts at 0 first time, 1 second time?
« on: December 15, 2017, 08:00:25 AM »
I actually did follow your tutorial, thank you for it, it's really good.

So I found the problem, but I don't understand why. First I was using "Array get next" then I used "Array get next 2", both gave the same problem. When I then changed the reset value to a bool and reset it after I ran my loop then it apparently works, I have no idea why  :-X

9
Playmaker Help / Re: Array loops starts at 0 first time, 1 second time?
« on: December 15, 2017, 07:25:21 AM »
So I just created a new example, where do the following:

1. Set a index int to 0
2. Run through a loop X amount of times based on array, debug by outputting the index int number (Using "Array Get Next")
3. Pressing a key to reset

And that works.

So I redid my scoreboard loop.

1. I set index to 0
2. I run through my scoreboard array using "Array get next"
3. I compare the new score to the score in my array, if it's higher then proceed.
4. If the score is higher then save the index as the placement for our new highscore. Using "Set int" PlayerSpot_I = PlayerIndex_I (PlayerIndex_I is the index variable i use in the array get next.

I don't use my PlayerIndex_I anywhere else than these three states but somehow it outputs 0 the first time you run it. and then 1 the second time even though both are new highscores.

Can it be something with the array not updating the new score that I input?

This is what happen, my score is 0, 0, 0 for top 3, I set a score at 100 and the score becomes 100, 0, 0. Then I replay the game and sets a score at 120 which then gives me 100, 120, 0 but only if I replay it from the same game scene, if I reload the game scenes it works. It's so weird.

10
Playmaker Help / Re: Array loops starts at 0 first time, 1 second time?
« on: December 15, 2017, 03:11:21 AM »
I see the index 0 at the second picture?

Yes, so I run from the event save score, and I set the index int to 0 before running the array get next. So it should be set to 0, however it doesn't when I run save score for the second time. It's so weird.

11
Playmaker Help / Re: Array loops starts at 0 first time, 1 second time?
« on: December 15, 2017, 02:28:58 AM »
As far as i know, you don't need to change variables and the reset will do the trick.

Okay, I just tried using the get array 2 from ecosystem, it has a reset flag which I set to true, but it gives me the same error.

I attached the issue. I really can't figure it out :/ Same how it starts at 1 the second time I run through it. I could try with array lists instead but I dont see how that should solve it, and its a bit of work to change all my variables.

12
Playmaker Help / Re: Array loops starts at 0 first time, 1 second time?
« on: December 15, 2017, 02:08:11 AM »
@krmko

Okay, there is also a Array Get Next on the ecosystem with a restart bool, so I might try that first so I don't have to change my array variables :) But that might do the trick.

13
Hey Guys,

I gotten a lot of help in this forum, and once again I'm back with a new challenge :)

I created a leaderboard for our game KnightOut. When the game is over it add's a score to our leaderboard based on how good the score is. It will place it at spot 0 if its a new highscore. And it works completely when I run it the first time. The second i run it, if the player wants to restart, time the "Array Get Next" action starts at index 1 instead of 0? The range is set to 0-9 and I change nothing when I run it. It doesn't make sense.

This means even if I get a new highscore it will place it under the number 0, because it starts checking from 1, instead of 0, which screws up the whole system.

Any ideas?

14
Action Requests / Re: Steam / Steamworks.net / Steam SDK
« on: October 30, 2017, 02:06:00 AM »
Very helpful thank you so much :)

15
Action Requests / Steam / Steamworks.net / Steam SDK
« on: October 27, 2017, 02:28:49 AM »
Hey Guys,

I wanted to ask if anybody worked with this or created actions for it? I really think it's something that is needed, since a lot of games are going to steam and it increases your changes of being seen.

I know there are some actions, but they seems a bit buggy. Here is the link:
http://hutonggames.com/playmakerforum/index.php?topic=8464.msg72165#msg72165

We are going to use it for our game as well. So we are really interested in getting this working somehow. I haven't looked into the actions yet though.

Pages: [1] 2 3 ... 7