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Messages - nhe1

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thanks this worked! I parented it on an active object  ;)

I have a manager that selects random objects with a specific tag. However it is not returning anything. This objects are tagged as "enemy" and are inactive when i start the game. I wanted to select from the random set of enemies that are inactive and set them to active. Any workaround on this?

General Discussion / Looping Background Question
« on: April 27, 2018, 09:50:18 AM »
So I am trying to create this 2D background scene similar to Flappy Bird where in the background loops infinitely. Can someone kindly explain why my approach doesn't seem to work.

1. I store the initial spawn point of the background in a Vector3 variable in world space.
2. Once the Background enters the trigger it stores it as a game object variable.
3. I move it to initial spawn point using "Translate".

Thing is, it translates the object weirdly into the scene. I did check the initial stored coordinate during runtime and it is correct. I tried using Move Object and it works perfectly however when using translate using the stored coordinate I cant seem to find a way around it.

User Showcase / (iOS)(Android) Escape Puzzle : New Dawn
« on: August 22, 2016, 03:43:32 AM »
Good day everyone!
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General Discussion / 2d point and click advice
« on: January 28, 2015, 09:37:58 PM »
for example ill be making a 2d game something like Monkey Island but without the walking sprite, more of a first person. How do i go about clicking interactible objects.
e.g I have a door sprite with two states (closed,open) what is the best way to do this? I  was thinking of either putting a script on the sprite itself that swaps itself once you click on it or maybe place it all in a input manager. So what are pros and cons?  I was thinking that by using input manager it would be more tedious since you have to determine which object i have clicked on etc. Or am i wrong? If someone could enlighten me that would be helpful

Playmaker Help / Re: Using Bool all true Logic
« on: January 28, 2015, 07:22:03 PM »
actually there was 3 variables. i tried using just 1  variable in the image to test if it works but no luck. i was trying to implement a sort of something like (if condition 1 ==true && condition 2 ==true and so on) managed to do it using a script and just wondering if it would be possible using only fsm actions.

Playmaker Help / Re: Is Kinematic sends object into the air.
« on: January 28, 2015, 12:13:21 AM »
turning on IsKinematic to an object attached with a rigidbody makes that object be not affected by other physics objects in the scene.

e.g for moving/dynamic objects that has physics you should turn off iskinematic and for static objects eg platforms,walls you should turn it on

Playmaker Help / Using Bool all true Logic [SOLVED]
« on: January 28, 2015, 12:04:34 AM »
so i tried using bool all true as you can see in the attached image. so what i wanted is if it returns all true you go to "win" else "wait again" however it stays in the state "check for win"  even i change the boolean i have set. how do i do this?

Playmaker Help / Accessing a global variable
« on: January 27, 2015, 11:55:27 PM »
so for example i have made a global variable that has been made in Playmaker how do i access it in a javascript i made?

so im having problems with using undo. I edit stuff from my scene using inspector values and once i hit undo. instead of undoing the action from the scene/inspector it does the undo to my fsm states. anyone experiencing this?

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