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Messages - Nekoyoubi

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1
Playmaker Help / Re: Photon?
« on: August 08, 2013, 06:03:30 PM »
It was, in fact, the Playmaker sample from the forum post that was dated. Your link saved me. Thanks again, Jean.

2
Playmaker Help / Re: Photon?
« on: August 06, 2013, 09:13:16 AM »
Sure thing, but it's really nothing more than what was mentioned above:

Assets/Photon Unity Networking/PlayMaker/Actions/PhotonNetworkSetRoomCustomProperty.cs(53,80): error CS0117: `PlayMakerPhotonProxy' does not contain a definition for `GetValueFromFsmVar'

That's not the first error, but that's one of them. The first that I tried to deal with was the same, but in another file and for the ApplyValueToFsmVar method. The problem seems to be that the PlayMakerPhotonProxy is either out of date or the code that's using it in the demo scene is. I linked above where I got the demo, but the other stuff is built-in now, so I can't imagine I'm out of date on that.

3
Playmaker Help / Re: Photon?
« on: August 05, 2013, 01:24:40 PM »
Awesome! Thanks for the confirmation. Now I'm getting body-checked by the Playmaker Photon demo.

I've loaded the Character Controller, PUN, Playmaker, Playmaker Photon Demo (from http://hutonggames.com/playmakerforum/index.php?topic=1390.0 ) and I'm getting some issues with the PlayMakerPhotonProxy not having ApplyValueToFsmVar or GetValueFromFsmVar methods.

I feel like I have to be missing something; either a link to a newer demo scene, or an asset, or something.

I'm really just trying to get a demo going so that I can see what the general flow for a Photon-enabled scene/game would be. Has this Playmaker demo just fallen into disrepair, and should I just look into the standard PUN demo and figure it out from there, or have I missed something silly in getting the PM version to work?

As always, any and all assistance or advice will be greatly appreciated. Thanks!

4
Playmaker Help / Re: Photon?
« on: August 02, 2013, 08:20:34 AM »
Jean! Long time no talk-to. ;)  So does that mean then that I do not need Pro for Windows builds (and the warning is just out of place)?

5
Playmaker Help / Re: Photon?
« on: August 01, 2013, 11:43:10 AM »
Right. I understand about the Andy/iOS builds. I'm referring to specifically Windows builds. I see a warning that states that I need Windows Standalone Pro build ability, but the actual Photon setup only says that it requires pro for Andy/iOS builds.

Sorry if I'm not making that make sense, but I don't know how else to say it.

6
Playmaker Help / Photon?[SOLVED]
« on: August 01, 2013, 10:31:31 AM »
Wow, it's been a long while. I think I've been gone for about a year now and man have things changed? So we have Photon support now? Awesome.

I'm kind of confused about that at the moment, though. When I launch the Photon Setup Wizard, I'm greeted by a warning stating that in order to do builds for Windows, I need a pro license. Doesn't Photon only require PRO for Android and iOS builds?

I'm very lost in this whole thing. I've been gone from Unity/Playmaker for the past year, but am really looking forward to getting back into the thick of this with you all. Thanks much in advance for any information/insight/advice you may have on what this is about.

7
Neural Echo,

As for how the beta is going, very well from what I see. There are a lot of changes and they're all getting tested as thoroughly as possible to make sure that things roll out as smoothly as can be. As we've been told, things are looking well enough that we should look forward to a release candidate soon.

Damian,

Please keep in mind that requiring that Unity 3.4 be released is not the same as releasing right after. Hutong Games has many customers using PlayMaker (far more than the few that post here, I'm sure), and with a new version of Unity comes the potential for changes in the engine itself that could have blown up certain facets of PlayMaker. It would have been foolish of Hutong to have released PlayMaker 1.2 without having a full round of regression testing. They're getting it though. In every build there's been awesome progress. ;)

8
General Discussion / Re: I just posted a review...
« on: July 26, 2011, 06:39:58 AM »
Damian, I apologize that you're not getting the support you feel you need to get going with PlayMaker. These forums are a great place to find assistance on specific topics, but I have not seen any full projects being posted. There are very well charted FSMs in the sample projects, though. Those are what I used to start to understand how to work with PlayMaker, and I think they are a great place to get started. Mind you, they're not going to teach you a lot about Unity itself; such as what scene layouts and level loading are about, but then again, that's not something that we should really pin on PlayMaker's creators anyway.

I would argue that Hutong Games has gone far above and beyond the typical game tools developers with their documentation. I have never had a PlayMaker problem that I couldn't resolve with the documentation or a quick look-up or question here on the forums.

As you asked for in the previous PMs, I can go through some of my projects and try to find something that's not using anything I can't give away (other licensed resources) and see about getting you a complete sample. I will probably need to strip out the actual PlayMaker files from the project though, so you'll need to include your own. Again, I can't guarantee anything, but I will see about this as soon as I can (hopefully this evening).

However, like yourself and Jean, I do feel that a fully featured and publicly available project would be a great help for developers new to PlayMaker. I've created a number of small projects that I've used in getting to a place with PlayMaker that I can use it to fashion complete fully featured games. Believe it or not, I have far more random koi created than I've posted here in the gallery! ;Þ  I'm sure I could start another with the intent of releasing the project itself. Just keep in mind that if I do, it will be using the 1.2 beta currently, and will not be able to be released until 1.2 goes live itself.

Jean, if you would like to work with me on this, I can work with it from a Dropbox share and we could write it together. Feel free to contact me over Google Talk at lance@nekoyoubi.com if you're interested in doing that.

Damian, feel free to contact me over Google Talk at lance@nekoyoubi.com if you have any immediate questions about PlayMaker that I may be able to help you through quickly. Good luck!

9
User Showcase / Re: Reed's Mine (Android)
« on: June 24, 2011, 05:05:54 PM »
Tobbe,

Please don't take what I've said wrong. I appreciate your opinions and the willingness of people on this forum (or any other for that matter) to give those opinions to me in expressive detail. It's far better to hear why you don't like what I've done so that I may evaluate my shortcomings than to just hear that you hate it and wonder why I've failed. In your particular case, I'm sure I will be able to offer you more of what you would like to see in the planned updates alone. ;)  Unfortunately, I probably won't be able to give more than the 'crude graphics' ;x (yes, I know what you mean), as I honestly am a fan of pixel art - whether I am any good at it or not - and have very few "resources" and no capital. ;)  But we'll see. If that ends up being something that would enhance peoples' enjoyment, then who am I to oppose.

Also, as for your friends and yourself working on games for years, this is just a matter of opinion as well, I believe. You see, I have (undisclosed, publicly) properties that I have been developing (and no, not just in my head or on paper) for years as well. That doesn't mean that (to me, anyway) with the advent of amazingly productive software like Unity and PlayMaker, that someone shouldn't be able to have an idea, prototype it in a weekend, and then build it (to my transparency standards at least) in another week or two. Sure, people who've been working on things for years will want what they've done to be more complete, but then again, so do I with my long term project. Hopefully you'll see that soon with some PC stuff I've been working on. ;)

It too, however, will be released early and often as opposed to a long and drawn out development cycle that I will never think is good enough. Hell, I don't think Reed's Mine was good enough either, but it hit my requirements and people around me were wanting it out, so there it went (after a little over a week in development).

Again, please don't misunderstand my comments. I do hate that you were displeased with the game/toy, but I also hope and think that you will be pleasantly surprised at how it turns out. If so, maybe you'll consider trying it out with a project of yours as well. It's good for breaking the inifini-dev cycle. ;)

Anyway, I hope we're all good here, and I hope you get so much more than you pay for with Reed's Mine.

Cheers! ;)

10
User Showcase / Re: Reed's Mine (Android)
« on: June 24, 2011, 01:54:41 PM »
Jean,

Thanks for the feedback. I don't think that Tobbeo meant offense, either - at least I hope not. I just also don't know that I've done my job in explaining some of the game/toy purposes and functions. I really just meant to have something out there that was pushing me to continue to evolve it, which I have been doing since its release and will (as stated) continue to  do so as long as it remains fun to play. Now, obviously "fun" is subjective, but not setting out for a blockbuster title, I think I set my sights on the right level. You can walk around and mine various minerals infinitely (look for caves) and view your total hoarded amount (menu key). That was what I set out to have for the initial release, and so far I think it's been met.

I appreciate Tobbeo's opinions, no matter how much I wished they were not the case. I know the world does not agree with my sentiment of development transparency, and while I understand that, I can't help but feel compelled to explain to people that if you lose a bit of polish and pride, you stand to gain a lot of fun and wisdom.

As for being a Unity developer over a designer, I don't think I have much of a problem from the design standpoint, and hopefully, that will become more clear the farther along the project continues. I think people are all too used to seeing things be one-and-done, and that's not at what Reed's Mine is. This was intended to be an elaborate time waster. Not the next Minecraft. I already have been working on fun things to throw into the mix (and have been since before the release) such as dwarves to trade resources with for fun items like dynamite, message-in-a-bottle-style cave drawings (that are actually driven by other players), etc. I'm not going to cover everything that I'm working on, but only because I like the idea of throwing out updates that people will want to see.

I've not seen Roland in Time, but I will certainly check it out when I get out of work... if they let me out of work today... but as for asking for new levels, Reed's Mine is already infinite... ;)


All,

Again, thanks for the feedback - even the bad stuff. I hope not to disappoint with the overall progress, and hope that if you've read all of this that you understand a bit better who I am, and what I am about, and now have no misconceptions about what this game/toy actually is. For the record, I will be building a web-player version as well, so more people will be able to see it, provide input, and help evolve it.

Thanks again!

11
User Showcase / Re: Reed's Mine (Android)
« on: June 24, 2011, 06:32:22 AM »
jeanfabre,

Apologies. I'm not sure why the link wasn't working, but I have re-posted and it appears to be working now. ;)


tobbeo,

I'm sorry that you feel that way. I wish that you hadn't bought it with those feelings of it. Please understand that while I'm not a full-time game developer, I do what I can in the time that I have. Knowing that I am not a graphics-guy, that I needed something simple, and that I had no idea what Unity would even do to the typical Andy device, I opted out of the original graphics that I had made in order to use some much lower resolution sprites. Sorry if a retro-style is "crude" for you, but again, I do it all myself, and I never claimed to be a pixel-art guru.

As for incentives to mine, I'm sorry that you feel no interest or compulsion, but that is not necessarily the general opinion. I know my wife felt the need to show me how many diamonds she found yesterday even knowing that I had been staring at the thing practically non-stop for a week. I personally like to run it to see what kinds of random formations of resources I can see, but most people I've talked to about it seem to just like to watch the numbers go up.

Yes, I will wholeheartedly admit that it needs a lot more feature and polish, but I also have said since the beginning that that would be the case, and that I would rather release early and update often than let another project get lost in perfection. To that end, it's only been a few days and I've released three versions, so I think I'm living up to my end.

If you don't agree with when I released it, I apologize (and can refund the few cents I get after Google takes their 30% for your purchase), but I am happy that I did, and would do it the same again. I am a corporate software developer who's work means next to nothing to anyone, and I'm trying desperately to become a game developer full time, but I can't do that while waiting on perfection on a $0 budget.

Thanks for your honesty, though.

12
User Showcase / Reed's Mine (Android)
« on: June 23, 2011, 11:16:43 AM »
I've written and posted to my site a bit about the development of my new Android game, Reed's Mine, but I wanted to mention it here as well as it is a full mobile game developed almost exclusively created with PlayMaker.

Aside from (currently) a custom action for creating and loading the levels of the game, everything else is comprised of PlayMaker object FSMs.

While I don't really feel like this game stretched my capability with PlayMaker any farther, it is almost entirely composed of PlayMaker actions, it's on Android, and it's publicly released. For the combination of those reasons, I felt it should get a mention here.

Here's a link to the page for Reed's Mine on the Android Market.

Here's a link to my Weekend update... post on my site where I discussed it.

Please let me know what you think!

13
Alex, where should 1.2 beta review/findings/suggestions go? Care to make a sticky for us or some such nonsense? I already have something I'd love to complain about, but only because I love you. ;)

14
User Showcase / HBDJB!
« on: June 07, 2011, 06:03:34 AM »
Wow. So I'm guessing you guys are getting tired of these, but I would feel bad if I stopped posting how awesome it can be to live in the PlayMaker world (without being told to stop, anyway). So there's some back-story that you guys probably don't care about here: http://nekoyoubi.com/cakes.

This is relevant to PlayMaker because, again, it involves zero-code. The one exception to that would be updating the text on the timer, but I wrote a custom action for that last time, so this time it was simply a 'drag-drop-go' process.

Thanks to PlayMaker, I was able to knock this out in a couple of hours.

http://bit.ly/hbdjunkboy

15
User Showcase / Re: HBDNotch!
« on: June 06, 2011, 05:16:05 AM »
Very nice Neko, I've found it fun ;)

Good job! :)

Thanks guys! I'm just glad that it can be seen by someone. ;)  Sadly, the intended recipient's not seen it that I know of.

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