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Messages - krmko

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1
Share New Actions / Re: Swap Single Sprite
« on: Today at 01:16:37 AM »
Edit: Oh, the action's fixed in 2018, nevermind :D

3
Playmaker Help / Re: What are Switchboards and what are their uses?
« on: July 15, 2018, 01:07:52 PM »
It's just another name for FSM using Global Transitions to move between states instead of usual spaghetti. Something like this


4
Set time scale to zero? UI doesn't depend on time as far as i know, at least i'm managing it like that and everything works fine.

5
Playmaker Help / Re: Pooling objects with FSM's : no resetting issue
« on: July 13, 2018, 04:52:19 AM »
If you can't unexplode the parts and want to use pooling, i recommend you reconsider the logic you're using to be able to support pooling.

As for running out of pooled items, if your game is divided into levels, you can use the time between levels (or something else which is appropriate) to remove all the items from the pool and replace them with fresh prefabs.

6
Playmaker Help / Re: Double type variable
« on: July 13, 2018, 04:45:10 AM »
Are you refering to double data type?

7
Share New Actions / Re: Pooler - Simple Pooling System.
« on: July 13, 2018, 12:19:37 AM »
Hi guys, are these the actions that will be included as a native pooling due for 1.9.1 or you're making in-house actions? If so (i know there's another topic for that, but it doesn't hurt to mention it again) is there a chance of putting in an option to reset local variables on newly pooled items?

8
Playmaker Help / Re: Pooling objects with FSM's : no resetting issue
« on: July 10, 2018, 05:58:20 AM »
Then pool the number of objects you'll be using and don't exceed it. You will increase loading time, but you will not have that issue.

9
Feature Requests / Re: Reset Variables On Disable
« on: July 09, 2018, 12:05:45 AM »
+1!

10
Playmaker Help / Re: Pooling objects with FSM's : no resetting issue
« on: July 08, 2018, 12:51:46 PM »
It's not an issue, it works that way.

You have to set variables defining the object manually again. I had the same problem, i recommend the first or last state to be resetting variables, so whenever you spawn something it gets default variables data.

11
Playmaker Help / Re: 2D camera parallax
« on: June 14, 2018, 08:35:57 AM »
Just give the layers a different z transform values or use sorting layers to put them one behing another and move them at different speeds.

12
Playmaker Help / Re: 2D camera parallax
« on: June 13, 2018, 09:14:13 AM »
2D with perspective camera? But why? Swotch to orthographic, and problem solved.

13
Playmaker Help / Re: How to make hold button shooting
« on: June 10, 2018, 06:26:06 AM »
Yeah, forgot about that.

14
Playmaker Help / Re: How to make hold button shooting
« on: June 10, 2018, 03:19:27 AM »
Put wait as the last action, and loop the state into itself. Wait time will be your rate of fire basically.

15
Playmaker Help / Re: In game shop weapon manager
« on: May 25, 2018, 07:56:36 AM »
No problem. You can do it however you wish, my practice is to have all the arrays and hashtables under one object that will be always in the scene (singleton, not destroyed on load) and save it as a global variable so you can access the data from any FSM anytime. If that's what you meant by your question.

If you meant should you keep all the weapon in game, and weapon in shop logic in the same FSM, i don't recommend it, let each object have it's own FSM that will communicate with each other (coin tracker, weapons on ship, weapons in shop etc.) and get data from the data manager singleton.

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