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Messages - Seiryu33

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User Showcase / Re: Dragons Be On X-box and Windows 10!
« on: October 29, 2018, 01:21:01 AM »
I'm in The Creator Program. It cuts out concept approval and hidden fees, but the trade-off is that it goes into a separate section of the store exclusively for Indies. I think it's an excellent way to let A title mature and develop a presence. Not sure if Id@box still does hidden fees.

User Showcase / Dragons Be On X-box and Windows 10!
« on: October 12, 2018, 06:38:26 PM »
Hey guys! It's here! After a lot of trial and tribulation, Dragons Be is now available for X-box and Windows 10! 100% done with Playmaker!  It's a Megaman-style platformer. Show time! Download it below!

Playmaker Help / UWP loading Assetbundles in Build
« on: September 03, 2018, 01:48:20 PM »
So I got my assetbundles to work in the editor, but not in the Build in the UWP platform. Is there an additional step I need to take? At present it's loading from File.  How do I get it to load assetbundles in the Build?

Playmaker Help / Possible UWP bug?
« on: July 30, 2018, 11:16:07 AM »
This might not be so much a Playmaker bug as it is a Unity bug, but it effects my builds. I use Unity 2017 3.0 and Visual Studio 2017 to build my apps. Documentation says to go Store>Create  App Packages. The appxbundle launches perfectly fine but then I upload the appxupload file, which is the only thing Windows Store accepts and it fails Functionality Certification. When I asked for more info Microsoft sent the linked video. It was too large to attach. Launching from the appxbundle doesn't reproduce this issue so I have no way to fix it. Is this a Unity Issue or a Playmaker issue? Tried asking on the Unity Forum AND MSDN forums, but not one response. It's been an ongoing issue for several months now and I have no answer for this problem.

Playmaker Help / UWP loading Assetbundles
« on: July 22, 2018, 09:14:34 AM »
This kinda ties into an earlier post, but this relates to loading. For UWP, what would be the best method to load new assets: Web Request or Load from Download? Not sure which action would work best. I was thinking of linking my game to a hosted assetbundle on my Google Drive but don't know if it'll link from there or from my Windows Store account since I think add-ons require a specific URL. Any suggestions would be appreciated.

Playmaker Help / Save GameObject state
« on: June 29, 2018, 04:13:18 AM »
So here's a dilemma: my game uses a life counter that uses mecanim transitions rather than UI like scoring. When the player dies, the level restarts but it also resets the counter to the default state. Is there anyway to save the transition state of the counter so that when the player loses a life the counter matches the float variable? The float variable saves but not the counter itself. Would it work better to use UI instead?

Playmaker Help / Character moves one direction
« on: June 07, 2018, 07:23:21 PM »
This is a new development. I upgraded to Unity 2017 2f3 and now my character will only move in one direction. It's a 2d platformer. Obviously the input isn't effected because character will turn the right direction but won't move. Nothing has changed in my setup. Anyone know if it's a bug in my version of Unity?

Playmaker Help / Re: Expansion pack/DLC
« on: May 16, 2018, 04:22:09 PM »

I mostly need help in building and loading AssetBundles for UWP since it's my target platform.

Playmaker Help / Re: Expansion pack/DLC
« on: May 15, 2018, 03:28:13 PM »
So couple of questions about AssetBundles:

1. Since this is for UWP targeting, I am using the WSA targeting when building the bundle right?

2. When using the WWW action, since it'll be downloaded from the Xbox/Windows store and not the local machine, wouldn't I use my store URL to load the bundle or would it have to be the exact url of the Bundle?

Playmaker Help / Re: Expansion pack/DLC
« on: April 25, 2018, 01:38:56 PM »
I guess ultimately I'm not sure how to use the available actions. Like which actions to use on the Asset bundles and which actions to use in the Main game so that when the game is downloaded it gets added to the game. Creating the Asset bundles seems simple enough, it's just the programming that I'm confused by. So far as I've seen, tutorials available specifically use traditional coding, which is where I typically get lost.

Playmaker Help / Re: Expansion pack/DLC
« on: April 24, 2018, 03:58:53 PM »
My specific situation is bundling scenes. Since it's an episodic game, that would mean adding the new Episodes as Scene Asset bundles but I'm not clear on how to go about doing that in Playmaker. The tutorials I've seen mention coding, which is frankly confusing to me.  I know you can't use Global variables because they would be over written. What if it's the same variable? Like I use a Global GameObject variable so enemies can identify the player. Would it cause any issues?

Playmaker Help / Re: Expansion pack/DLC
« on: April 22, 2018, 11:32:03 AM »
Mind you that this relates to UWP.  Will the tutorials work for UWP?

Playmaker Help / Expansion pack/DLC
« on: April 22, 2018, 03:46:05 AM »
This is a topic I haven't really seen being discussed. How would I go about making expansion packs and DLC? My game is an episodic game so how would I create additional content that can be added to the game? I imagine it involves a fair amount of coding.

User Showcase / Re: Finished Projects Made With PlayMaker
« on: April 17, 2018, 08:04:57 PM »
Hey guys! Wow! That was an adventure! But updates have been finished! Dragons Be now has a whole new look and sound.  The demo is now available for download! Follow the links below. I decided to go with a more traditional 16-bit look! Look for Episode 1 soon! Completely done with Playmaker!

Playmaker Help / Re: UWP Window size
« on: March 12, 2018, 08:14:38 PM »
I think these actions are for re-sizing the camera not the player. I'll experiment with it. This thread is the most recent I could find: Seems to use coding to achieve it though I Dont know if it's for player size where in the PC build you can match the player size to camera sizes and it automatically stretches in Full-screen mode. I'm using a custom camera setting though I did test with 16:10 Resolution but with the same result.

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