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Messages - OddButAwesome

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16
Hi all,

Thank you to all who have taken the time to read. I have found a solution that allows me to have a level countdown timer and item pick ups that add # seconds when player touches them. I will be adding mobs/obstacles that reduce the time when struck but I am pretty sure negative values will work in the same manner.

I am certain that people out there smarter than I may have a better solution but this one seems to work for me so far. :)

I hope this helps those who may want to add this to their game.

Please let me know if you have any Qs or suggests.

Cheers
JG

17
Playmaker Help / Re: Pick ups not adding time correctly to Countdown
« on: December 16, 2016, 03:56:38 AM »
Thank you @mdotstrange, =)

I will try that and let you know.

Cheers
JG

18
Playmaker Help / Pick ups not adding time correctly to Countdown [SOLVED]
« on: December 15, 2016, 08:18:07 AM »
Hi all,

Thank you for taking the time to read.

I am making an item pickup game with each level on a countdown timer. Various item pickups have a points value and a time add value. i.e. every pick up grants bonus seconds. small items give 1-2 seconds,  big items give 10 seconds. etc.

I test with 3 pick up items A, B & C. Each has 20 seconds, 40 seconds and 60 seconds bonus upon pickup (I am using big numbers so I can visually see the timer change). Each also has different points values.

Problem:
The points get added correctly. The time does not. If I pickup in order A, B then C then the time bonus is stuck at 20 seconds for each. 
If I pick up in reverse order C, B then A then a weird thing happens. The correct time bonus is applied from C (60 secs) but B then A minus 20 seconds each.

The player should be able to pickup in any random order.

I believe I am using the same method of acquiring points as acquiring time so they should both work but they don't. Points is fine, time is not.

Image01: Item Pickup shopwing points (working) and Time(not)
Image02: Time Manager game object
Image03-04: Player object Pickup Manager

It's been quite a few days now and I am willing to try anything. Any help would be super awesome.

Thank you in advance.

19
Playmaker Help / Re: Flight - best way to sim/emu the physics?
« on: November 21, 2016, 08:43:43 AM »
Thank you for replying Jean.

As always your advice and knowledge is top notch. I think I may be biting off more than I can chew with this idea. I will give it a few more tests and scan the store again for anything I can use before moving on to plan B. =)

Thanks again.


20
Playmaker Help / Flight - best way to sim/emu the physics?
« on: November 20, 2016, 07:14:57 PM »
Hi guys,

1. What is the best way to make a basic flight sim model using PM? I currently have my plane being 'thrown' and gliding for a short while ending with a slow descent using the Unity built in rigidbody. but it is not reacting when pitch/banking. It just flies straight ahead.

2. How would I apply steering via VR head rotation without forward thrust? i.e.  looking down will speed up, looking up will slow down eventually stall. This is important as the plane is a non powered glider. Take off velocity will come from a slingshot.


I have tried various things and so far nothing is giving that paper plane type feel which I am going for. I have tried MoveTowards with a child look-at target. but this applies forward thrust in order to work. Maybe the Max Speed should be affected by velocity or something.

Do I need to incorporate the formula for lift in there somehow?


Thank you to anyone taking the time to read.
Peace
JG

21
Playmaker Help / Fade in/out between scenes with Idealens VR?
« on: August 24, 2016, 09:11:30 PM »
Hi all,

As per subject - does anyone know of a method that works?

My original Cardboard app worked well with the existing Camera Fade In / Out Actions, but since porting to the Idealens K2 the fade is gone and just hard cuts to next scene.

I have also tried the method found here: https://evrydayvr.wordpress.com/2015/07/15/unity-5-x-package-fade-screen-inout/
as a replacement to the PM Fade Actions within the FSM (i.e. Add Script action).

A Playmaker solution would be best as other logic is tied into the FSMs. Screengrab method won't work as the camera eases to a slow as the scene fades.

Thanks :)



Unity 5.4.0b
PM 1.8.0.f43

22
User Showcase / Re: My VR Cardboard "Whales Dream of Flying"
« on: May 04, 2016, 03:48:37 AM »

23
User Showcase / Re: My VR Cardboard "Whales Dream of Flying"
« on: April 03, 2016, 11:56:25 AM »
Some reviews came in :)

Best Google Cardboard VR 3D Games Week 1 April 2016 Android & iOS
https://www.youtube.com/watch?v=w8Z4i5HGAjA&feature=youtu.be

The VR Shop UK
http://www.virtual-reality-shop.co.uk/vr-whales-dream-flying/

24
User Showcase / My VR Cardboard "Whales Dream of Flying"
« on: March 30, 2016, 06:34:15 PM »
Hi all,

New VR experience "Whales Dream of Flying" just uploaded.

The free edition (2 minutes) is here:
https://play.google.com/store/apps/details?id=com.OddbutAwesome.WhalesDreamofFlyingFREE

Full version (5mins) is here:
https://play.google.com/store/apps/details?id=com.OddbutAwesome.WhalesDreamofFlyingFULL


Hope you all like it. If you have any comments please let me know.

Best
J

25
Second part for remaining screen caps (6 total).

I am still learning and would love to learn how to make this better so if anyone has ideas please let me know.

26
Hi there,

I am working on a Cardboard Experience ( *cough* roller coaster *cough* ) ;D

I have a working menu with 1 button and the screen shots show my method. I hope this helps. It is a compilation of bits I have found googling tutes etc. The active/animated button material is an 'Unlit / Transparent Cutout' with a TIF with alpha cutoff as the countdown indicator.

Continuing with this tho... I am adding a second button (exit app). The 1 button works well enough, as the logic has the bool 'gaze hit or not'. Something weird is happening here. Gazing at the Begin works as before. The gazing at the Exit appears to work on my PC in Unity testing. But when testing on my phone neither button activates at all. Anyways.... this is WIP and I will find the answer soon.

Best of luck
J

27
Got it working.

Thanks guys.

Check the pic for fix. So simple, yet elusive to me.

One thing I am not sure of was I was getting the '1000 loops limit' error on the bullet gen FSM. I removed the connect from the 'Is not mine event' which was looping back to itself or the first Init state. The error is gone so it appears fixed.

On to reducing network player lag now :)

28
Hi guys!

Thank you for the replies.

I will try later tonight @jeanfabre.

Yes @markfrancombe I am enabling/disabling the move controls on the networked players ships as you can see in the copy/pasted script in the 1st post entry. This worked a charm. This is why I found the firing not responding to the same technique.


Thanks again guys I will let you know how it goes.

29
If I am using photonView.isMine to turn on/off components - is there a way I can specify which FSM to turn on/off if there are more than one on an object?

Example below is how players controls are turned on/off:
 
if(photonView.isMine){
         myCamera.SetActive(true);
         GetComponentInChildren <Move_n_Rotate>().enabled = true;
         GetComponentInChildren <AudioListener>().enabled = true;

      }
      else{
         myCamera.SetActive(false);
         GetComponentInChildren <Move_n_Rotate>().enabled = false;
         GetComponentInChildren <AudioListener>().enabled = false;




When making a similar script for bullets it auto completes 'PlayMakerFSM' but doesn't show how I can specify if there are more than 1 FSMs on an object.

Thank you.

30
Hi all,

Working on a multiplayer twin stick shooter. Single player controls (LJoy -move direction and RJoy- firing direction) working great with on screen mobile joysticks.

Connecting to Photon. Players spawn correctly and move individually with their corresponding left joysticks, but on pressing  the right joystick (directional fire) both players shoot (my phone and another device and Unity testing). I followed a tute that used PhotonView.isMine (true/false) to stop the movement controls controlling both players with the left stick. This worked great. I thought that bullets may come under the same thing. I am probably way off.

Can anyone help with individual player shooting across the Photon network? I have looked on their forums as well (and am still searching).

My player object is structured:

PlayerN           //Parent object
 Player            //Player ship mesh
 Bullet01Gen   //Bullet spawner
Camera


Should I be using Crossplatform input on the right stick to activate the firing?

Any advice would be awesome. Even if you could point to a tute that may have helped you if you had a similar problem.

Thank you.


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