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Messages - Kubold

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User Showcase / Heavy Walker - Mecha driving with Hydra and VR
« on: September 30, 2014, 02:18:13 PM »

A little Mecha driving game demo I made. It's about controlling a mech robot, by pushing all the buttons etc. with your own hands, rather than using a gamepad. Uses Oculus Rift DK2 and Razer Hydra. If you don't have Hydra, you can also play with X360 controller.

100% PlayMaker, no code!

Download PC Win 32:

Also check out my Aliens, Trolls & Dragons, also 100% PlayMaker!


User Showcase / Pistol Animset Pro - Top-Down shooter template
« on: August 15, 2014, 01:52:47 AM »

I just made a top-down shooter game template, using only PlayMaker.

Web Player:

The top-down shooter game template includes:

- 80 motion capture animations for character with a pistol
- Player character with pistol, grenades and melee using motion capture
- Enemies with pistols using Unity Navigation
- 4 kinds of door mechanisms (including keycard!)
- explosive barrel s
- 1m high obstacles you can vault
- elevator
- teleporter
- explosive land mines
- hackable automatic turrets
- enemy kill conter
- a game level

You can get it here, on Asset Store:!/content/15828

Hope you like it!


I finally made and added a proper PlayMaker controller for my set of 120 mocap animations in the Asset Store. It's now included in the pack, so you can just drag and drop the character on your level and walk, run, sneak, jump, punch.

Web Player:

Asset Store:!/content/14047

And of course feel free to disassemble the PlayMaker graph and give feedback :)


I want to show some gameplay! The game has two modes, normal displays and Oculus Rift, so there's 2 videos. And still - no code. Just pure PlayMaker :)


Share New Actions / Re: SphereCast
« on: June 11, 2014, 12:05:03 AM »
Good tip! Thanks!

Anyway, spherecast every frame solved my camera wall clipping issue in TPP game. It's pretty much rock solid, camera never goes through walls, no matter what angle you try.

I'm developing the game myself, but if it comes to environment assets, I embraced the internet and all the royalty-free stuff it offers. It's the only way to make this game without kickstarter and hiring 2-3 enviro asset artists.

Wow! The latest screenshot actually won Image of The Day award on! I'm starting to believe :)

Btw. Playmaker didn't fail me once. Gameplay is coming up real nice. Whatever problem I encounter is in 99,5% of cases solvable with native Actions.

Playmaker Help / Re: Pick lowest value from couple of floats
« on: May 26, 2014, 01:45:13 AM »
Thanks! I'll check out this Ecosystem thingie, sounds awesome.

Share New Actions / Re: SphereCast
« on: May 19, 2014, 04:52:54 AM »

Playmaker Help / Re: Pick lowest value from couple of floats
« on: May 19, 2014, 01:56:37 AM »
Ok, I found this:


Returns the smallest of two or more values."

So this action compares two values. Can it be modified so you can choose how many values you compare?

Share New Actions / Re: SphereCast
« on: May 19, 2014, 01:24:52 AM »
Hmm, if this is a "thick raycast", can it have an option to fire every frame or every other frame etc. (normal Raycast does it)? Right now it goes off just once.

Playmaker Help / Pick lowest value from couple of floats
« on: May 19, 2014, 01:18:46 AM »

What would be the easiest way to pick lowest value from couple of float variables?

For example we have 4 floats with different values. We want to always pick the lowest (every frame). Is there an Action for that or do I make a super complicated graph using "float compare" for every of 2 floats (if it's just 4 floats than no problem, but what if it's 50)?


So far there are no differences between oculus and normal cameras if it comes to gameplay scripting. You get the rotation from the cameras just as you would from any other Game Object and that's pretty much it. The rest of the VR magic is done by Oculus SDK Unity integration scripts that are provided on their www. It just works right out of the box, you just design a game around it :)

What will be problematic, is the positional tracking in Rift DK2. I can't really imagine what would prevent you to just put your head in the geometry, if you want. Some kind of rigid body on the cameras..? Anything I could think of seems not elegant.

Action Requests / Re: Animator Cross Fade absolute blend value
« on: May 06, 2014, 07:44:10 AM »
Hmm, Yes I thought blend time and transition time were the same thing. They do the same thing, don't they?

Anyway, when I get home later today, I'll try to explain what I mean with screenshots. Thanks for answering :)

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