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Messages - krmko

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406
Playmaker Help / Re: Arraymaker examples
« on: January 13, 2017, 10:41:41 PM »
Thanks, these kinds of things are always welcome!

407
Playmaker Help / Re: Using too many Bools???
« on: January 13, 2017, 10:40:59 PM »
What number is too many? 5, 10, 50000 bools?

408
Playmaker Help / Re: How to reduce my Game with 150scenes size?
« on: January 13, 2017, 10:34:00 PM »
Have you tried building it and actually seeing how much space will it allocate?

409
Playmaker Help / Re: 2 questions regarding facing direction in 2D
« on: January 13, 2017, 03:08:56 AM »
No, no, you don't get what i want, so i made some small gifs. Here's how it works with 0 set as finish distance.



Target marks the player position in the moment of storing variable. That's the point the enemy ship should move towards. BUT, i don't want it to stop, but to pass it and continue moving in the same direction until it leaves the screen.

I made a solution by moving the target, so the enemy ship never stops, and it leaves the screen.



But that is not good, when the player is all the way down or up the screen in the moment of storing its position, the movement of the target will alter the angle too much. I want it to work the way i imagined it, on a direction set by non-moving target.

As for trouble #1, with sprite flipping depending on the direction, i've got it solved, it's supported in the Simple Waypoint System itself, i was just using wrong path type.

410
Playmaker Help / Re: 2 questions regarding facing direction in 2D
« on: January 13, 2017, 12:32:03 AM »
I solved the rotation part with Smooth Look At 2D, never tried it before. It also keeps the object moving towards the rotation target, which is nice.

Now the only thing left to solve is how to make an object move towards a point in space and get past it, with and without rotation. Any ideas?

411
Playmaker Help / Re: Newbie question: How to make a jumppad [SOLVED]
« on: January 12, 2017, 04:35:39 AM »
Great ^_^

412
Playmaker Help / Re: Get Fsm Variable
« on: January 12, 2017, 01:45:52 AM »
Is it a vector3? Use Get Fsm Vector3 action.

414
Playmaker Help / Re: Newbie question: How to make a jumppad
« on: January 12, 2017, 12:17:12 AM »
Oh, i haven't used character controller. Do you jump using Jump Speed?

In code the jump should be something like:

when you press the jump button > moveDirection.y = jumpSpeed;

415
Playmaker Help / Re: Newbie question: How to make a jumppad
« on: January 11, 2017, 07:54:13 AM »
Do you have a screenshot of the controller to see how you're actually moving :)

416
Playmaker Help / Re: Newbie question: How to make a jumppad
« on: January 11, 2017, 07:38:04 AM »
Get Vector3 XYZ under Vector3 actions. Store the desired vector in variable (i suppose you want to store Y). Then Set Vector3 XYZ, leave X and Z set to 'none', and set the desired value for Y.

417
Playmaker Help / Re: Newbie question: How to make a jumppad
« on: January 11, 2017, 07:17:35 AM »
What's a jump pad, a place you step on and then it launches you in the air?

If it is, make a jump pad and place IsTrigger box collider above it which triggers set velocity on player when you collide it.

That includes using rigidbody, why are you avoiding using it?

418
Playmaker Help / Re: 2 questions regarding facing direction in 2D
« on: January 11, 2017, 04:13:02 AM »
I kind of solved the part of the second problem by spawning an object on PlayerPosition location which moves on the negative X axis, so the enemy chasing it with Move Towards action never manages to reach it and thus stop moving. Since it remains on the exact Y point, but not on the exact X point, it's not quite as precise, but it does the job.

Though i would like to hear how can it be done the proper way, as described in the image.

419
Playmaker Help / Re: Translate Movement unexpected behaviour
« on: January 11, 2017, 03:23:52 AM »
Hello Jean,

i haven't tried non rigidbodies, i'll test it out and let you know.

Move Position is, at least for me, too much complication for such a game, i'd have to save coordinates as variables, than add float just to move the object, translate works much simpler for linear movement.

Thanks!

420
Playmaker Help / 2 questions regarding facing direction in 2D [SOLVED]
« on: January 10, 2017, 05:06:19 AM »
1. I've got some paths that i'm using in Simple Waypoint System in 2D, and this is what i'm basically trying to do.



Ship in the upper part of the waypoint moves as set in transform, but i want it to flip sprite or change it's Y rotation when it starts moving right, like the one down. It uses Catmull Rom without locked positions, so it always faces forward. Changing the transform or flipping a sprite is not a problem, but i don't know what parameter should i listen as a condition.

I'm pretty bad with quaternions, vectors and other rotation related stuff, so i'd really appreciate some help, i'm sure it's simple :)

2. I've got a type of enemy that measures distance from the player, once it is in range, it gets player position in that moment (let's name it PlayerPosition), and speeds up towards PlayerPosition with Move Towards. However, i don't want the enemy to stop when it reaches PlayerLocation, i want him to continue moving until it gets off screen. That's the first part of the problem, how to get the direction of movement and continue moving along it. The second is that i want the enemy to rotate towards the PlayerPosition.

As i said, i'm not really proficient with rotations, i've been checking out unity forums, and i see that some of the solutions include quaternion lerping/slerping, but i'm not sure how it is used. I tried using vector3 rotate towards, but to no avail.



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