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Topics - krmko

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Playmaker Help / Making a dispersable particle system shot with Playmaker
« on: October 07, 2017, 04:37:32 AM »
At the beginning of my dev tenure i bought a cute little asset that has an amazing effect integrated

As you can see, a spaceship fires a laser, and then it gets kind of dispersed. I've got the script for it, but i'm not sure how to translate it into an FSM as it's quite complicated. If anyone wants to give it a shot let me know :)

Action Requests / Get global position
« on: October 01, 2017, 10:29:34 AM »

any chance of someone making this action? I've got a debug script for it, just needs to be put in an action, something i'm not quite confident in yet and i think it will be useful to many :)

Here's the script:

Code: [Select]
using UnityEngine;
 using UnityEditor;
 public static class DebugMenu
     [MenuItem("Debug/Print Global Position")]
     public static void PrintGlobalPosition()
         if (Selection.activeGameObject != null)
             Debug.Log( + " is at " + Selection.activeGameObject.transform.position);

Vector3 pos = Selection.activeGameObject.transform.position;
Debug.Log("pos is now " + pos.ToString("f3"));


first of all i'd like to say that i started using Playmaker 1,5 years ago with some small previous programming knowledge in Java and i made a huge progress in that time. With progress comes further knowledge and the need to do stuff faster and simpler, which is the goal for all of us. Sure, i've got a lot more to learn as you have seen on the forums, but some things really started to hinder the progress.

I'm satisfied with global variables editor, though it can be tedious to work in it. How can i be satisfied if it's tedious to work with? Well, the principle is good, it is fast, but there are simply too many variables in use in any decent project to handle them in the editor. I've got about 800 global variables (for now), editing them in a meaningful manner is not viable without exporting and importing from a spreadsheet.

Easy Save (and Game Data Editor too) does a great job in exporting globals to a comma delimited file which can be easily manipulated in any spreadsheet software. Unfortunately, there's no way of reimporting it, so the export is only good for analysis purposes and you have to do any variable modification inside the engine. Easy Save 3 will probably have csv importer as far as i have seen, but i don't see why wouldn't Playmaker have such a feature natively? All the globals are saved in playmakerglobals anyway, just not delimited.

There's also been a discussion on "local global" variables (which can be seen between different FSM's on same object) but i see that discussion is from 2012., and though that would make things harder for rookies i think that would definitely cut the amount of work and number of variables needed later on in the development.

Another thing that i find a bit problematic are local variables. I don't think it would be easy or fast to make it possible, but viewing and editing those OUTSIDE the FSM with a pointer to the object they're attached to would be an enormous time saver. As of now, going from FSM to FSM is really time consuming.

With all that and some workflow stuff like grouping states it could became the ultimate all-in-one powerhouse.


I made a 2D 15*21 grid (A1/A21-O1/O21) of gameobjects that will be added to arraylist and used for random spawning locations by getting a random arraylist item and using its location. But i also need the possibility to target the exact gameobject i wish to use as a target location (for example G13).

Normally, i would use get owner action and store the gameobject in a gameobject variable under its name, but when i think of the work needed to create FSM on each object to get owner and store it under a different variable, my head hurts.

Any elegant way of solving this?

Hi guys,

the title says it all, i'm using translate movement for some stuff and i need to know when it stopped moving so i can do my stuff. When using velocity, it's easy, but i don't know how to do it with translate?

Playmaker Help / Unity freezes when using enable FSM action
« on: July 20, 2017, 02:14:07 PM »
I don't know if it's a bug or desired behavior, but when i use enable FSM action, select owner and the name of the FSM that uses the action (so it disables itself) with reset on exit checked, unity freezes and has to be force closed.

Version is 1.8.3f4.

Work In Progress... / Rick Henderson And The Artifact Of Gods
« on: July 03, 2017, 11:37:39 PM »
Hi guys, since i'm a regular poster here i thought i'd share my devlog with you too!

First of all i would like to introduce myself. I come from Belgrade, Serbia, i'm 34 and i grew up playing likes of U.N. Squadron, R-Type and Uridium on C64, then Z-Type, Project X and Xenon 2 on Amiga 500, all the way to Jets 'n' Guns and Steredenn on PC. I have been stalking the forum for a long time, but opened an account just recently, and i decided to open a DevLog thread where i could share the news on the game's development, make someone interested, and above all, help someone by sharing my experience in game development (which proved to be a very serious thing  Smiley).

Gameplay and features

RHAG is, despite it's name fitting an adventure game better, a more or less classic 2D horizontal scrolling shoot 'em up i always wanted to make. It's a mixture of Jets 'n' Guns (who has the Story Mode) and Steredenn (which is basically and Endless Mode only game). The story features Rick Henderson, a disillusioned galaxy war veteran who turned to suspicious activities after the war to make ends meet, his robot follower, sarcastic Ben who makes every conversation fun, and a lot of NPC's who will be introduced during the development.

Story Mode Single Player - Interesting storyline full of dialogues with interesting characters to keep you amused between levels.
Endless mode with Multiplayer - Local and Online
Daily Challenge - Once per day Endless Mode Run with predefined equipment and perks
Online Leaderboard - Compare your scores with your friends and other players
6 factions - Pirates, Rokh Raiders, Terran Confederacy, Vakshaa, SunDyne Corporation and Paragons.
40+ types of enemies (for now)
30+ types of weapons and upgrades (for now)

Single Player is featuring a shop between levels where you can equip your ship with weapons, drones, engines, utilities, shields and armors.

Weapon types: Ballistic, Energy, Explosive, Meelee. Each type of enemy is usually resistant (partially or fully) to a certain type of damage, so watch your loadout! Ship can equip two weapons, but they can't be fired simultaneously. Weapons also generate heat, so you can't keep that button pressed all the time.


Game is done in pixel art which i really love and which proved itself as (usually) the best choice for shmups due to its clarity (and yes, development costs). I'm not much of an artist, so besides the things i do myself (backgrounds and small art), credits go to Lighterthief, a young lad from Netherlands who does some amazing graphics. I'm often awed how quickly he can make some good looking stuff. You can check his art on his Twitter account: @Lighterthief


I've been a musician and sound designer in my spare time doing mostly electronic music for the last 15 years, so i've got that covered.

More Information

Website -
Twitter -
Tumblr -

I was pretty confused when i saw there's only game object tag switch action, so i made Game Object Switch action with not equal event if there's no matches, here you go.


is it safe to edit the asset file in spreadsheet software and save it as an asset file again (while unity's off, of course)? Are the values going to be updated?

I have few hundreds of them and it's getting tedious to mess with them in Unity itself.

I think there'll be no problems, but i better double check :)

Playmaker Help / Handling Simple Animations
« on: June 02, 2017, 04:01:13 AM »
Hello guys,

i thought of posting this to Unity Forums, but they are so complicated there, would probably get some script solutions and my animation in Unity knowledge is quite poor for now so i was hoping from some help from here.

I have a simple weapon switching animation which consists of weapon number 1 pulling into ship wing, and weapon 2 pulling out of ship wing.

There's only one weapon in the gif, but you get the idea.

Making a large number of animations for each weapon switch combination (there are almost 30 of them) is absurd and i'm sure that's not the way to go.

I basically need the object with sprite renderer which represents the weapon to move 10 pixels left until it is hidden, then swap sprite and move 10 pixels right. I'm also not sure if that's the right way to do it too.

Any meaningful ideas? I'm scared of Mecanim, haven't done anything with it yet.

Playmaker Help / Draw Line Action Modification Help
« on: May 30, 2017, 04:29:33 AM »
Hi guys, i think it's better to post it here too, since people are rarely going into share new actions part of the forum. Anywas, since Unity 5.5, you can set the texture mode to tile or stretch on the line renderer, which i really need (actually, everyone who uses line renderer probably needs it).

I tried updating the action, but i get this error:

Assets/PlayMaker Custom Actions/Effects/DrawLine.cs(32,35): error CS0118: `UnityEngine.LineRenderer.textureMode' is a `Unresolved' but a `type' was expected

This is all i added, nothing much really:

31   [Tooltip( "Texture Mode" )]
32   public UnityEngine.LineRenderer.textureMode textureMode;

91   textureMode = UnityEngine.LineRenderer.textureMode.Stretch;
126 _lineRenderer.textureMode = textureMode;
143 _lineRenderer.textureMode = textureMode;

Any ideas, haven't seen this mistake with 'UNRESOLVED', not passing anything i shouldn't as fas as i can tell.

Playmaker Help / Endless Scrolling with a twist!
« on: May 17, 2017, 04:52:06 AM »

i did a 2D scrolling background system, but it needs an upgrade, and i need your help! :)

Here's a neat little graphic to help with explaining:

There are 5 background images of identican dimensions seamlessly connected to one another, first two (Empty Stars 1 and Empty Stars 2) and the last two (Empty Stars 3 and Empty Stars 4) are empty starfield.

The player starts the game on the Empty Stars 2 field, and the background scrolls left to give an illusion of moving right. As the player moves through the level and passes on to the Empty Stars 3 and Empty Stars 4, only those two should loop until the end of the level occurs.

I though of doing it by simply activating the FSM on Empty Stars 3 when it becomes visibile and checking the isVisible state of it. When it's not visible anymore, it relocates by double its width towards right. Same goes for Empty Stars 4.

When the level ends, the hyperspeed state occurs in which the background movement speed increases (and continuously loops through Empty Stars 3 and Empty Stars 4 for an effect of speeding through space), some effects kick in and the screen fades to white.

At that moment, all the background elements are relocated to their original positions so the seamless background loop can be continued. The Full Background image is changed to present another level. During the slowdown to normal speed, Empty Stars 1 and Empty Stars 2 are looped the same way as Empty Stars 3 and Empty Stars 4 when entering hyperspace to avoid looping the Full Background Image. When the speed settles to normal, looping is off, and continues it's normal flow towards the end images. The FSM's for movement, waiting to be seen and relocation are reset and wait for them to be triggered again.

Actually, i wanted to ask the proper way of doing this since i only had a simple variant of it, but as i typed i got it all together lol. But be free to suggest a better solution if you have it.

Playmaker Help / Compare variable range
« on: May 13, 2017, 02:29:39 PM »

i'm making a wave spawn system that should operate the following way:

1.) First spawned wave is by default a small wave category
2.) Spawned ships are added to the array
3.) After a predetermined amount of time, an action gets the number of array items (destroyed and ship that left the screen are removed from the array)
4.) It the number of array items left is 0-5, big wave category is spawned, if the number is 5-10, medium wave category is spawned, if the number 11+, small wave category is spawned.

Using the int switch is a bad idea due to a large number of array items, and conditional expression should have two states (check if it's over 5, if it's false, check if it's over 10). Doesn't sound like much, but this is a simplified example, it will have probably much more to compare.

Any ideas on how i could handle it in one state? Maybe some custom int range switch action?

Hi guys,

i'm using UnibulletHell (!/content/19088) for managing shooting in my little game. The maker of the asset, Hironari, was nice enough to put the Callback Events they can be used to trigger whatever you want when the shot is fired on my request.

I have the need for it to trigger the firing animation on the ship, but i'm not sure how to set it up.

I tried something like this, but it doesn't start the event. I also tried marking it as global but nothing, the event doesn't trigger.

Here's what i've got to select

As far as i can see in the code, it launches a unity event, should i put some sort of listener in the FSM or what? Event Proxy?

Edit: i also tried setstate but it also doesn't seem to work.

I also get his when i select BroadcastEvent

Hello, i've got a strange problem. I've got a weapon upgrade system, here's a shot of it

It's simple, weapons on ship are stored in an array as game objects. When you pick up a weapon, it is checked if any of the levels of the same type of weapon exist in the array. If they do, it is upgraded to the next level. If not, empty weapon slot is filled with the pickup weapon, or if all slots are taken, active weapon is replaced with the pickup.

As you see on the following picture, the weapon type that it is checked for is there, but the state does not go to upgrade, but keeps checking for the next levels, like the variable does not match.

I thought there could be a problem because it is a clone (spawned from pool), but it works perfectly fine when it checks for empty weapon object at the end of the compare loop, which is also a cloned item and the names don't match.

Any ideas?

Btw, here's the shot of the populated array:

Only thing that seems quirky to me is that the array is populated with CLONE 1, and in the array contains action it says CLONE 2.

Things work when i use game object compare, but i don't want it to work that way.

Edit: All good, stupid mistake.

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