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Messages - escpodgames

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661
Playmaker Help / Re: Safe to use large amount of globals?
« on: February 10, 2013, 05:31:58 PM »
Ah right. Thanks, that should help keep my global variables tidy.

I thought you meant it would do it in the globals window :P .. which is why it wasen't working :)

662
Share New Actions / Re: A* pathfinding (beta 0v75)
« on: February 04, 2013, 11:26:08 PM »
It's at the bottom of the first post (attached)

What browser are you using? I cant see forum attachments on my mac :S

663
Playmaker Help / Re: Safe to use large amount of globals?
« on: February 04, 2013, 05:59:03 PM »
(tip: when using large number of variables or events, use "/" in their names to segregate them into categories. This helps A LOT)

Can't get this to work, could you explain what you mean by "use "/" in their names to segregate them into categories"

Cheers
Andrew

664
Action Requests / Re: ArrayMaker - Get all gameobjects with Tag
« on: February 02, 2013, 06:52:43 PM »
Thanks Jean,

Now that you have pointed it out it seems very obvious, thanks again for your help.


665
Action Requests / ArrayMaker - Get all gameobjects with Tag[SOLVED]
« on: February 02, 2013, 01:29:16 AM »
Hi,

I'm not sure if this has been created (I've looked and all I can find is get closest gameobject) but what I'm after is an action that will get all the gameobjects in a scene and create an array out of them. Basically when my level loads it will create an array of all the spawn points, as each level could have a different amout it would be great to do this on load and not manually add them each level.

Cheers
Andrew

666
Hi Kiriri,

Awesome work btw! Do you think you could explain how to get "permanent and ,after the creation, free decals" using your actions.

667
iOS Help / Re: Touch Info - Delta Postion
« on: September 02, 2012, 06:29:03 PM »
Thx for the reply guys, This is what I expected it to be but when I tried it, it didn't work :S

I got around it by storing the "store x" in a variable in a state above the "store delta X"  ... its just for a prototype so ill revisit it when/if we create the full game.

Cheers

668
Action Requests / Re: Swarm Manager
« on: August 29, 2012, 10:04:36 PM »
Looks like it could be a pretty handy Plugin - I would be keen to know what comes of this.

669
iOS Help / Touch Info - Delta Postion
« on: August 29, 2012, 05:40:04 AM »
Hi,

I'm a little confused what the Store Delta X and Store Delta Y components of the Get info touch is actually reading.
Does anyone know the difference between Store X and Store Delta X??

Thx

670
iOS Help / Re: Screen Tap OR Hold [SOLVED]
« on: August 28, 2012, 04:50:41 AM »
[SOLVED]

Answered it myself  ;D using the Wait Action I can delay a state with a Touch Event - Ended which will continue to evaluate , but FINISHED won't be sent before Time has expired

671
iOS Help / Re: Screen Tap OR Hold
« on: August 28, 2012, 04:17:21 AM »
Just tested a few other games and tap/holds in the os - There seems to always be a wait between when the finger presses the item and when it is registered as a Hold.

If I wait for 0.1 seconds and then have a Touch Event - Ended would that still register the end if it happened while it was waiting? Or is there a better way to do this?

672
iOS Help / Re: Screen Tap OR Hold
« on: August 28, 2012, 03:57:47 AM »
Running it on device (not using Unity Remote)

I can get it to read as a tap, it's just a very quick gesture required to get it to work. I assume this is if the finger is removed while still in state 02 ... which is micro seconds.

673
iOS Help / Screen Tap OR Hold [SOLVED]
« on: August 28, 2012, 02:28:04 AM »
Hi,

I'm trying to perform a screen Tap OR Hold - so the player can tap to open an onscreen menu or hold down and move their finger for player inputs. I've been playing around with it all day and can get it to tap on very rare occasions.

Here's the basics of what I'm doing -

State 01 - Touch Event - Began (send event FINISHED)

State 02 - Touch Event - End (send event Tap)
                Touch Event - Moved (send event Hold)
                Touch Event - Stationary (send event Hold)
                Touch Event - Canceled (send event TouchCanceled)

I've tried the Touch Event - End at the bottom of the stack but get the same results, a tap that is super quick and anything a normal player would consider a tap Sends to the Hold event. ???

Any help would be much appreciated.


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