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Messages - krmko

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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.

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.

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

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.

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.

Playmaker Help / Re: Switching character problem
« on: May 24, 2018, 11:57:14 PM »
You can tag the original character, make the camera follow the object with that tag and switch tags when you switch characters. Or have an object that the camera will follow (empty object with only transform and name) that will be childed under the character that the camera is supposed to follow and simply reparent it when switching characters.

Playmaker Help / Re: In game shop weapon manager
« on: May 24, 2018, 11:55:01 PM »
Well, everyone says avoid global variables, but if you're not going to have a lot of them, go for it. I use easy save, it's quite convenient, but you don't need to use it, you can simply have an object in the scene that will hold the arrays, hash tables and so on with FSM that has don't destroy on load action.

Playmaker Help / Re: In game shop weapon manager
« on: May 24, 2018, 05:31:48 AM »
You don't need to copy the array list, you can store your arrays which will hold all necessary data in the object that will be persistent across all scenes (don't destroy on load).

I recommend using hashtables for this problem (like array list, but it has pair+value fields), since you can use the weapon name as a key, and as a value the number of coins needed to show it as buyable.

I can't really go action by action how to do it, but here's a rough diagram

Playmaker Help / Re: In game shop weapon manager
« on: May 24, 2018, 02:35:18 AM »
You will use the array to simply cycle through your weapons with shop logic. You get next through the array, and every weapon will check if there is enough coins to activate the logic for buying that weapon (simple enable/disable FSM that handles the clickable logic, maybe darken the icon or whatever). After every purchase, run through array again to disable possibility of buying the ones that are not in the price range anymore. Add bought weapons to another array ("bought weapons array", for example) and equip them in game from that array.

Why don't you try and see how long will it load? If things are happening while the game is being played, i'm afraid you'll have to to everything in one scene.

I don't think you have to worry about the processing, that doesn't eat too much cpu time.

As for moving the camera, you can set a predefined spot for camera for each type of room, that shouldn't be hard.

You can always put some tips and something interesting for player to read while the game is loading.

Work In Progress... / Re: My little Terrain Generator!!!
« on: May 15, 2018, 05:38:32 AM »
It's really cool! I see you have 5x6x2 matrix and use (i presume) some weighted random chances for the whole array of cubes, nice :)

Playmaker Help / Re: Rotating child object towards parent
« on: May 14, 2018, 05:20:29 AM »
I completely forgot about this one. Thanks everyone for answering, in the end it was more elegant to make new animations, and it looks better when using pixel art :)

iOS Help / Re: How to create weapon/equipment inventory system
« on: May 13, 2018, 01:39:14 AM »
Sure, Djaydino made some great ones .

Glad it works out for you :)

You can't find an inactive object. I had a similar issue, i resolved it by adding an active parent object (child is inactive) with transform only with the appropriate tag.

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