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Messages - Zeldag

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16
Playmaker Tutorials / Re: New SHMUP Tutorial Series!
« on: August 14, 2016, 03:35:19 PM »
Hi,

Tutorial looks great and you used the same space ship asset that I used for my little noob android game called 'Pacifism'.

I think I will follow it and then release an update to my game, Im sure the 7 users (including 2 of my devices) who still have it installed will be ecstatic :D :D .

Thank you for doing this, I really liked your 2.5d one as well. Sadly I remember that when I tried to reconstruct some of the techniques with a few different models (other than Boxman himself) I had some issues with the edge climbing, cant remember what they were though, it was a while back (something like I could never position the character just right before the climb, or if it was right before, then after the climb it was messed up- I just blamed the script as I though it may be specifically for Boxman lol :D ). 

Anyway thanks again for doing this one and I look forward to having time to go through it properly.

17
Playmaker Help / Re: 2D bullet going backwards
« on: August 14, 2016, 02:53:25 PM »
Hi,

No problem! Just wanted to say though, I hope youre not too disappointed with the ranged attacks in that tutorial, as it does not go too much into ranged attacks, like it does not make them shoot up or down, just straight.

But as I was saying, I would probably never use a tween for firing a bullet anyway. So overall if you dont mind (like if it works for the rest of your setup), you could get rid of the tween action and just create it the way it is done in the tutorial - then it will be much easier to work out how to make it shoot up and down, as left and right already work :) (It was a while ago that I did it, so cant even remember how they even do it).

Good luck with it.

(edit to add: ) This just popped into my head. If you are really set on using the tween action you used and just really dont want to make an exception in the same FSM that fires the bullets (or moves the bullets), I may have a workaround.

You could make the 'x value' that you use  in the tween action a global variable (in my previous post I used 4 as an example, so I will do that again). Just set the global variable to 4 (or whichever number you currently use) and then create an FSM on the character, in this FSM all you do is: get player's facing direction (however you already do it, but preferably by using a global variable you already saved it into elsewhere) and then check if it is left or right. If it is left, transition into another state and use an 'int operator' action to subtract 8 (or in your case, subtract double whatever number you use). Then get direction again and when it becomes right, go to another state that adds the same number back to the global variable and then transitions into the start state.

If the start state gets direction and it is right, do nothing and keep checking direction every frame.

Sorry for the ramble, hope it helps.

18
Playmaker Help / Re: How can i make upgradable rooms
« on: August 13, 2016, 05:19:38 PM »
Hi,

Really a bit more info and maybe a screenshot would help. Like what are rooms?

But as a guess I would say rooms are also often known as levels (that is the direct translation in a few languages ive noticed)? So:

If you have a player object that you want to move  to a new location in the same scene, you simply use 'set position' (as a way of changing rooms/levels without loading a scene) .

So create your two levels in the same scene, then make sure they are not visible from each other. Then when yoyr player completes a level, do the gui stuff that you do and 'set position' of the player to the 2nd level.

This is based on me guessing a lot, as I said I dont really understand the issue fully, so it may not help but good luck with it and try to provide a little bit morw info (also screenshots help break down language barriers ;) ) if it does not help.

PS: Ive just noticed you mention that you "have no idea how to code". Do you have the playmaker asset? If you do then you do not need to code any gameplay element.

19
Playmaker Help / Re: Add Force 2D makes object go through collider
« on: August 13, 2016, 01:56:45 PM »
Add a collider to object?

20
Playmaker Help / Re: How Can I make this happen??
« on: August 13, 2016, 05:18:39 AM »
How would you use arraymaker to accomplish this?

Hi,

It should be fairly simple once you get fammiliar with arrays. I think Terri mostly gave a good overview of how to select the objects:

use an Array. If its empty that means position 1 is free, and you add to it.
Next time you'll count it and get 1, so you add the next one to that index.

If you're super new and that sounds confusing, go through the Arraymaker tutorials before doing anything.

So basically just make an array and add the objects when you press the corresponding button. Then where you display the objects, make it get them from the array in order and display them where you need the objects displayed. So index 0 is displayed in position 1 and so on.

But first go through the tutorials so that you know how arrays work: https://www.youtube.com/playlist?list=PL1EwQda_5HM_n8MEaBGfcXLNpmL8qBqV1

Good luck with it!

21
Playmaker Help / Re: 2D bullet going backwards
« on: August 13, 2016, 03:54:12 AM »
Hi and welcome to the forum!

I have never used iTween move add (or any iTween). Im not sure i would make a bullet this way, but what works for you depends on the rest of your setup I guess.

As for reversing the bullet, try to enter the same value but negative. So if x is 4 to fire right, make it -4 when you want it to fire left .

Just a guess, but hopefully should work.

Good luck with it!

PS: check out this tutorial: https://youtu.be/91k2FSZOuE0 (this is the part about making attacks - including a ranged attack- but starting from part 1 may be useful for you generally as youre making a 2d platformer).

22
Playmaker Help / Re: Spreading out heavy actions with Next Frame Event
« on: August 12, 2016, 01:35:58 PM »
Hi,

Maybe you could use 2 'next frame events'?


23
Playmaker Help / Re: 2 characters moving together in 3d in Playmaker
« on: August 08, 2016, 12:08:54 PM »
Hi and welcome to the forum.

Your idea is certainly possible with playmaker.

Many far more conplextasks have been achieved with it. You may need to sit through some unrelated tutorials and then when you have some basic knowledge you just try to put it together. If you have any specific issues doing it, then someone can help you out.

That is because there are loads of ways to do it.

For example if you make one character just controlled with a regular controller, you could have a navmesh agent on the other character following one of a number of objects that are parented to the first character. So when you tap, the second character goes to the child object that is far away from the first character- if you tap again, the character returns to the child object next to the first character.

But as i said there are many ways to do it, just sit through some tutorials until you understand some basic logic and develop an idea of how to make the basics of movement and such, then work on your dual character system. Then when you have a half working system, you can ask more specific questions and we can provide more appropriate help to your setup.

Good luck with it, it can be annoying to learn the basics when you have a great idea you want to get to, but learning is a big part of making anything ;) .

24
Hi,

I looked into this on unity answers (going by the logic of; if you cannot do it in c#, it is very likely (or certain even?) that you cannot do it in playmaker).

So according to unity forums and other support;

There is no way to create prefabs during runtime, only in the editor:

Quote
Answer by aldonaletto
Are you using this script in the Editor or at runtime? As far as I know, prefabs are Editor stuff, and you can't create them at runtime. If you want to let the player construct "prefab-like" objects at runtime, simply declare the "prefab" game object inactive to make it disappear of the scene, and use it as a regular prefab in Instantiate (remember to activate the object when instantiated)
Found here: http://answers.unity3d.com/questions/366273/create-prefab-from-gameobjects-at-runtime.html

But luckily i think the above also gives you a solution. If you want to save objects in the game, just create them in the scene and deactivate them. (You can also parent them under a game object which has a 'dont destroy on load' action and then it will be saved in that object's children during loading of levels.)

Then for playmaker you just need to find a way to reference this object in the 'create object' action.

For example, you could use get child and target the object under which you parented the object you wanted to save.

If im not making much sense, or if you generally need a clearer explanation of how i would do it let me know. My main point of this post was really just to point out that it is impossible to save as a prefab  during runtime.

Hope this helps.

25
Playmaker Help / Re: Spine 2D Animation
« on: August 03, 2016, 05:05:50 PM »
Hi and welcome to the forum!

I dont know much about spine, but if you already have animations made for your character, this tutorial is great:

https://youtu.be/PwGKEyjbZ08

Good luck with it, hope this helps.

26
Playmaker Help / Re: combining playmaker with other assets
« on: August 02, 2016, 06:56:05 PM »
Hi,

No problem, glad you found it helpful.

Do you mean the 'bug match' starter kit? It should certainly be possible to extend the fsms contained in that asset to do anythingyou need.

Personally though, i would say a better long term solution would be to do some basic playmaker tutorials, then just try to build up your own match 3 setup. It will feel cooler to make the whole game, plus you will know exactly what youve built when it comes time to implement a new feature and to be honest even as a beginner myself I think putting together a match 3 game should not be too difficult (although i hate working with grids and his fsm does look elegant :) )

Also i have sometimes found that starter packs for simple games are not too helpful as to use them effectively you need to study the setup and in the end that can be less productive than building it your way as you will often need to amend things anyway. This may not be the case for really extensive assets, like UFPS or something. But theyre great for studying how someone would setup a particular game.

But yeah sorry for the ramble and to answer your question, yes you can extend the starter pack. Most playmaker starter packs just provide fsms that are setup with playmaker, so you can then edit them as you wish and make them do everything you can with just playmaker without the starter pack.


Good luck with it.

27
Playmaker Help / Re: Ecosystem not working?
« on: August 02, 2016, 08:08:49 AM »
Hi,

I think a lot of the main custom actions are included in the manual?

Otherwise I think it would be up to the creator of the action or us, the community, to create offline docs for all the ones that dont have some already.

Good luck with it!

28
Playmaker Help / Re: Ecosystem not working?
« on: August 02, 2016, 06:40:46 AM »
Hi Rudolf and welcome to the Forum!

Most of the actions can be found by googling them, otherwise just keep retrying the ecosystem over and over again (not to ridiculous extent, but quite a few times), it usually ends up working.

Which actions are you after in particular, if you cannot find them- I may be able to provide a link.

Good luck with it.

29
Playmaker Help / Re: combining playmaker with other assets
« on: August 02, 2016, 12:02:18 AM »
Hi and welcome to the forum!

The short answer is that 'Yes, you can'. For most assets all you will need to do is interact with scripts and playmaker is great at that.

It will depend on what the asset is as to how complex it will be to do so. The extent to which you can combine playmaker may depend on your ability to understand the functionality of the other asset.

For some assets this may require you to understand some c#/javascript, but in most cases I find it is enough to understand just a few features of other scripts (like some public variables). Other assets come with a whole bunch of awesome playmaker actions, that make you forget that playmaker is not even a part of unity lol, meaning you dont need to worry about the scripts yourself at all (Here is a list of those ones: https://hutonggames.fogbugz.com/?W714 ).

For a good idea of how it will work, you can have a look at this really useful tutorial: https://www.youtube.com/watch?v=QVG-336_PsM (Connecting Scripts to Playmaker)

Good luck with it, hope this helps!

30
Playmaker Help / Re: BuildNavMesh
« on: August 01, 2016, 11:48:04 PM »
Hi,

First of all, Im a noob so I wont be able to provide any help in solving this. I do have something I would like to mention about the entire query (that although wont help, is quite important I think :( ).

Now I did a little research, because, (after watching the tutorial) like you, I thought this may be a pretty cool simple action to try and create (im rubbish at c#, but why not try lol).

What I found was a lot of people saying that you cannot build navmeshes during runtime. I was thinking 'what do they know, I just watched a tutorial on it!'. Then I went back to the tutorial and checked the comments and one guy did confirm this in the comments :( . Then I went back to unity forums and yup apparently what is shown in the tutorial will only work at runtime in the editor and not in any standalone published version of the game.

So that kind of makes it seem pretty useless to me now... (except for the script from the tutorial, that can be useful still if youre expecting to work heaily on the level layout as it will adjust the navmesh each time you test it after making changes to the level, but if that is the only real use for it, then  I think a playmaker action is useless as the script does the job just fine.)

If you must do it for some reason, I read this:
Quote
use 3rd party like Aphex and Aaron's astar

Also there are navmesh obstacles that will work in most cases where this would have been useful.

For all I know this may not be the case anymore (I hate trying to keep up to date with all the damn updates lol), but here are some recent topics confirming this:

http://answers.unity3d.com/questions/1149938/navmesh-at-runtime.html (March 2016)

http://forum.unity3d.com/threads/while-we-wait-for-navmesh-at-runtime-how-do-you-handle-dynamic-levels.391376/ (April 2016)

Good luck with it!

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