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Messages - Zeldag

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Playmaker Help / Re: Global variables, Networking system, and Unet
« on: May 09, 2018, 02:00:27 AM »
Are you open to scripting in c# or are you looking for a playmaker based only solution?

haha thanks for the entertainment.

Simple questions that can be googled in seconds or solved by watching even a most basic beginner tutorial sit unanswered on forums as they deserve to. Simple.

Seems smple enough to do in general, so shouldnt be too hard to do online.
I mean in single player you could set up an FSM that acts like your quest manager. In there setup the states that each of the 3 quests would need and then make the start state go into the first state of each of the quest's states based on a random int.

Anyway my explanation is way more complex than it actually is haha.

But basically it seems simple to assign quests and if/once you understand enough photon networking and playmaker to make a multilayer game using playmaker, then the networking bit of assigning quests should be easy enough for you.

Good luck with it!

Yeah tcmeric had basically covered it.

If youre not fammiliar with arrays or do not want to use them, you could just create 3 int variable and just check that the second one you make is not the same as the last one (or last 2). This will be the clumsy long winded way of doing it though haha.


3 variables: int1, int2, int3

First state: Set int1 to random int. Move on.

Second state: set int2 to random int, check if same as int1 or different. If same, Move on to state 3 if different move on to state 4.

state 3: set int2 to random int., check if same as int1 or different. If same, Move back to state 2 if different move on to state 4.

State 4: set int3 to a random int, check if int3 is same as int1. If same, Move on to state 5 if different move on to state 6.

State 5: set int3 to random int., check if same as int1 or different. If same, Move back to state 4 if different move on to state 6.

State 6 check if int3 is same as int2. if same move back to state 4, if different move on to state 7.

State 7: do whatever you want to do with your 3 ints.

This is of the top of my head but shoud work i believe. Although tcmeric had a much cleaner solution, I thought I would still pitch in with the clumsy noob way of doing it.

Good luck with it!

Playmaker Help / Re: Float Subtract Appears to Not work?
« on: February 17, 2018, 06:00:25 AM »

Thank you both for your advice.

I finally found a bit of time to get back to it today. I have tried to seperate the actions and it does not seem to help.

As I said I am getting the variable from another FSM. So Im hoping that the error is something to do with the math going on in that FSM but at this stage things are getting too complex for me to find the issue.

I think I will scrap it all and rebuild it. I always thought it would be easier to just get the current Map pieces position and then spawn it to the side or to the front depending on whoch trigger was hit (hehe that still requires float operations but it has never failed for me before so fingers crossed).

I think that will be a better solution overall I was just too far down the rabbit hole with my current attempt, but this error is enough motivation to scrap it haha.

Thank you both for your responses, Ill keep those suggestions in mind for debugging issues in the future.

Playmaker Help / Float Subtract Appears to Not work?
« on: February 14, 2018, 08:17:28 AM »

I feel pretty stupid here, I have tried a lot of things but it appears that float subtract (and float add and float operator) just wont do maths.

I basically Get the X position for the last map spawned on x axis (red pieces) and subtract 400 from it to get the central position to spawn map pieces on the z axis (green/blue pieces).

The light green piece should always be in the centre when 400 is subtracted (I think, if  I got my logic right), but it just does not seem to get subtracted

I have used debug and attached screenshots with debug enabled so the variables are visible. The variable is set via 'Get FSM float' initially.

Is it possible for the float subtract action to be messing me around or is it me going wrong somewhere?

Thank you all for any input!

(The gif shows how it affects gameplay, the screenshot shows the Actions in the FSM)

User Showcase / Re: Chickie Hop (Android)
« on: November 11, 2017, 12:05:11 PM »
Pretty cool, like a vertical flappy birdor something.

Maybe you should add more obstacles and increase the timer, to make it more varied, fun and challenging.

Good luck with it!

I have now yeah.

Very unusual presentation I must say.

It is not very clear why I am giving all my money to one of those 4 characters, but then again i did not read the story- seemed a bit long, could try to turn it into an animated scene to make it more interedting.

Quiz was fun I guess, annoying that soon as you get something wrong it starts from the beginning instead of something like keeping score and rewarding you based on your score.

Anyway good luck with it!


Haha, that sure is a lot of fake money. I thinm if youre going up to such large amounta, it would be really nice to have commas. As currently it is hard to work out how many digits there are just by looking at it. 48588593 is so much easier to read when written as 48,588,593.

Good luck with it!

User Showcase / Re: Devil Clutches Android Released
« on: October 01, 2017, 11:24:01 PM »
Nice one, congratulations on your first release!

Game seems to work as intended, apart from the UI looking different than the screenshots. I attached a pic of the main menu, to give an example of what I mean.

Overall it is obviously not the best game Ive ever played, lol, but looks like you recreated it well in unity as you intended.

What did you use playmaker for?

Good Luck with it and with future projects!

User Showcase / Re: 2048 recreated in 100% Playmaker
« on: September 22, 2017, 06:49:24 PM »
Well it looks nice and I had fun randomly swiping in all four directions and watching the jelly sweets join together.

The only issue is that i have no idea how to play and there is no tutorial or anything to help. Even the description in the store is pretty useless as I have no idea what 2048 is.

But it looks like it could be a fun game for those who understand it. Good luck with it!

Playmaker Help / Re: Using playmaker with asset store scripts
« on: September 08, 2017, 08:14:35 PM »

I am not sure how that stepp asset would help you. I think if you just place triggers on the platforms you could then even make one fsm, with playmaker, that automatically plays a different sound clip depending on the y position (height) of the trigger. Then just copy that fsm onto every trigger (or make the trigger a prefab, of course) and place the triggers out onto the  platforms. (or make the platforms and triggers into one prefab and place them in you level together)

As for playmaker working with the stepp asset. I imagine that stepp is programmed in c#, playmaker interacts very well with c# scripts in general, so you could definitely control features of stepp with playmaker. Other assets on the store also come with playmaker actions, which then makes them even easier to interact with using playmaker.

But generally if youre a true noob, I would recommend starting with far more basic things, just to get a feel for how playmaker works. Follow some basic tutorials and such.

Good luck with it!

Playmaker Help / Re: Translate speed
« on: September 02, 2017, 08:37:22 AM »

How have you setup your controller?

If youre using get axis, have you tried increasing the multiplier?

Playmaker Help / Re: 2D Sonic-style Dash
« on: September 02, 2017, 08:34:19 AM »
Would really help if you upkoaded a few screenshots that show your current setup. I am sure there are many ways go do it, but I do not know where to begin if I do not know what you have already.

Playmaker Help / Re: How to parent a prefab that gets loaded?
« on: August 26, 2017, 06:59:22 AM »
Are you sure youre using set parent correctly, as that is the action you should use.

Where are you putting set parent?

I would save the object into a variable using the "create object" action.

I would then make the next action in the same state "set parent". But I would not leave the "use owner" option in the "game object" space. Instead in the "game object" space I would use the variable that i saved the created object into.

You can then either drag the parent object into the "parent" space or again use a variable.

Hope that makes sense. If my reply does not help, post pics of your attempt to make it work so we can see where it is going wrong.

Good luck with it!

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