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Messages - Zeldag

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1
Playmaker Help / Re: Float Subtract Appears to Not work?
« on: February 17, 2018, 06:00:25 AM »
Hi,

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.

2
Playmaker Help / Float Subtract Appears to Not work?
« on: February 14, 2018, 08:17:28 AM »
Hi,

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)

https://gfycat.com/FaithfulAdoredAbalone



3
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!

4
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!

5
Hi,

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!

6
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!

7
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!

8
Playmaker Help / Re: Using playmaker with asset store scripts
« on: September 08, 2017, 08:14:35 PM »
Hi,

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!

9
Playmaker Help / Re: Translate speed
« on: September 02, 2017, 08:37:22 AM »
Hi,

How have you setup your controller?

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

10
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.

11
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!

12
User Showcase / Re: Pacifism (Geometry wars recreation for Android)
« on: August 26, 2017, 06:48:25 AM »
Wow Evil Gremlin,  hi and Im sorry I did not see your reply before.

Im glad youve enjoyed the game. I still play it myself sometimes as it is one of the better FREE geometry wars pacifism mode alternatives (even if I do say so myself).

I really did not expect anyone to reply here and stopped checking after a while, but I really appreciate you taking the time and it is really cool to know that you played the game before you saw it here on the forum.

13
Playmaker Help / Re: UI buttons donĀ“t turn off
« on: August 26, 2017, 06:43:36 AM »
Hi,

Why dont you just disable the button game ovject?

https://hutonggames.fogbugz.com/default.asp?W52

This way, you dont just make the button invisible, but you actually make it disappear by disabling it.

Not sure what the interactable action is for or why it is not working.

That is what I usually do to make UI buttons disappear. Or did I miss something?

14
User Showcase / Re: The Frozen Ruins (iOS) 99.9% Playmaker
« on: August 26, 2017, 06:27:09 AM »
Hi,

Pretty nice game, reminds me of my twin stick shooter project (arachnophobia) that I was making but have now stopped working on ages ago.

There are a few issues which would make the game look nicer.

First of all the walk/run animation plays soon as I touch the left stick, even if I am still stationary.

Personally I would prefer it if the character did not turn based on the left stick and only turned based on the right. Now it feels pretty weird that I can turn (rotate) the character with the left as long as I dont touch the right, but when I touch the right, it takes over rotation/turning. I think this makes strafing and walking backwards slightly more confusing than it would be otherwise (then again may just be me).

Also as youre probably aware, you only have one walk animation for every direction, which does not look the best, but I understand it is a bit of a hard fix as my top down shooter had the same issue (I was always hoping to address it in the future though lol).

In the game opening text I think you wrote night instead of right.

But plays nicely otherwise. Only got to room 3 of sector 1 but may play more later.

Good Luck With It!

15
Playmaker Help / Re: Can you set Conditions to Trigger Events?
« on: July 23, 2017, 09:09:12 AM »
Hi,

I think there is a simple solution.

Make a global int called 'enemy count' . In the enemy death FSM, subtract 1 from 'enemy count' when the enemy dies.

 In the same state that you spawn your enemies, add a 'set int' action and set the enemy count to however many enemies are spawned.

Then in the next state (in the spawn fsm) have an 'int compare' action. When the 'enemy count' global int variable equals '0', move to the next state which positions the camera at waypoint 2.

( Edit: also set every frame to on in the int compare action, if it even has that setting- i cant remember)

This is a simple way of doing it, using global variables, but it should work- Im sure there are more elegant ways of doing it, I just havnt used playmaker in a while and was browsing the forum out of boredom...

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