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Messages - mrminico

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Have a happy Halloween everyone! This game was fully made with playmaker. Go check it out on google play store, You'll see what playmaker allowed me to achieve without having to write a single line of code. Anything is possible! 

Thanks, playmaker devs!


General Discussion / Playmaker IAP?
« on: June 13, 2017, 11:12:15 AM »
I know there's this IAP asset on the store that's compatible with PM. I'm not sure if I should buy it. I read some users were having issues with it. Is there another solution that someone has tested that will work aside from writing custom code? I saw a codeless IAP solution but I'm not so sure how well that'll work with PM.

Share New Actions / Input look now on Eco system!
« on: April 08, 2017, 12:41:53 PM »
Hello everyone,

Just want to let everyone know that Input look is now available on the Eco system!

With the help of Jean, I was able to publish it and now It's available for anyone who'd like to use this action in their projects.

Input look is a modified version of mouse look which works great for clamping joysticks values.

Hope you like the action and happy game creating!

General Discussion / I've made an Array-less Inventory system
« on: March 28, 2017, 04:21:00 AM »
Hello all! I just wanted to share something really bizarre and cool, I made an inventory system without using arrays which stores game objects, strings, UI, and meshes. I wanted to see if it was possible to make an inventory system without arrays. I did it just for fun and I managed to get it to work! You can pick up and drop items.

I used 4 FSM's and broke it down in this process: Inventory processor, Item select, Item drop & Item Queue.

This was fun to make, I hope this gives some of you guys an idea on how to do array-less inventories.

With Unity 5.6 coming out at the end of the month I wanted to know whats next for playmaker. Any thoughts or even speculation?

General Discussion / Re: PlayMaker - Xbox One, PlayStation 4
« on: March 20, 2017, 08:39:06 PM »
Just used 9XW78-92JGH-KJ5MM, Your game should be able to port to PS4 and XB1. Unity engine does a real good job at this aside from making any adjustments. I feel that you'll be okay. Lots of games get released including Inside which was made for PC and utilized playmaker and got ported over to PS4.

General Discussion / Re: Tank AI
« on: March 03, 2017, 07:08:59 PM »
You dont have to buy anything everything can be done in playmaker. Now if you dont want to do it in playmaker and buy assets that does the firing for you thats a different story, but literally everything you want can be done in playmaker.

General Discussion / Re: Playmaker best practices
« on: March 03, 2017, 07:06:30 PM »
and also because it's kind of cheating and takes away their job as developers...

I agree with everything you said Jean except that "it's kind of cheating". Using tools that only help you build really shouldn't be looked upon as cheating. It's similar to unity game engine which is also a tool that can also replace software engineers job. I'm a newbie programmer and experienced artist, one thing I can say is that playmaker does not make the games for you, YOU make the game. It's still hard and takes time to put things together properly. Now If playmaker ever got to the point that it actually made the game's code based on you inputting strings and just writing what it should do THEN I'd say that's cheating hahaha.

General Discussion / Re: Playmaker best practices
« on: March 03, 2017, 02:15:30 AM »
I'll be honest You shouldn't worry too much about playmaker being the source of bottlenecks. I've been using playmaker for almost a year now and the same principles that apply to regular coding apply to playmaker as well. The same way you can write bad code you can also create bad FSM's. For example instantiating and destroying every frame versus recycling game objects in a pool for later use in game.

Always keep in mind that having multiple small FSMs is actually a good thing. Its the same thing programmers do with scripts, for every individual game functionality there's always a script. Playmaker FSM's can work in the same manner. Also you may want to keep in mind the amount of times you're calling update on every frame. Only use update on every frame when needed the same way you'll make an FSM with variables that are needed.

And last, always look at Unity profiler if you ever want to actually find the source of your bottlenecks, overhead, and frame drops that's where you'd wanna go versus assuming it may be a playmaker issue. If you're making a game for the mobile platform you may want to budget yourself on many things especially how much verts your models have, what shaders you're using, limit light sources etc.

I definitely encourage you to keep on doing your research and experiment with playmaker, Playmaker is an awesome and powerful asset and by far the best visual scripting tool for unity. And I can testify after using assets like Uscript and Fungus, which were good but playmaker is just better in my opinion.

Fun fact in case you're wondering what can be done with playmaker look at games that utilized playmaker like Hearth stone, Inside, and The Forest. You can do tons with playmaker its literally up to you. Happy game creating and good luck!

General Discussion / Re: Tank AI
« on: March 02, 2017, 09:21:50 PM »
Ok, here's what you may want to do. First off a good rule of thumb is to make different FSM pertaining to the functionality you want in your game. You should organize and name all your FSM's according to its functionality. It'll make it easier for you to manage and send events. For instance, you wouldn't want to have detection functionality in a FSM that's design to switch between attack and defense mode. (You could still do that if you please but it really is easier if you separate FSM's for the sake of management and sending events.) You wanna try and keep it all separate. example:

By having separate FSM's doing their functions you can easily make global events so each FSM's can send and receive events from each other. Example: in the player detector FSM, if the player enters the tank's trigger collider, The player detector will then fire off the attack mode transition which will enter the attack player state. The state will then send the global event of attack mode to the Attack Patrol Defense mode FSM. Global events are one of my favorite things in playmaker, you can literally connect ANYTHING with it. I suggest you take advantage and use them when needed, especially if you're going to be making complex functionality. This is the advice I can give as for a tutorial I wish I could make a vid for you but that's beyond me at the moment. I hope my advice can shed some light If there's any other questions you have I'll see how I can help. 

General Discussion / Does anyone know what this error means?
« on: March 02, 2017, 05:22:27 PM »
I keep getting this error from Unity editor
Request error (error):
UnityEditor.AsyncHTTPClient:Done(State, Int32)

Does anyone know what this is? I tried researching and couldn't find an answer.

General Discussion / Re: Tank AI
« on: March 02, 2017, 05:21:25 PM »
The way I'd go about making the AI would be by giving the rotating turret and barrel separate FSM's that rotate/detect players via trigger. If you could elaborate a bit more with what you want I'll see what I can do to help even more.

Oh I forgot to mention be careful when using the XY Axes. If you leave the Input field for X or Y empty you can experience some frame drops.

I recently posted that I needed help clamping Y rotations using a Joypad and making the same functionality as the mouse look script. I was so into finding out how to do this with Playmaker that I forgot I had some coding tricks myself up my sleeves. I ended up modifying the Mouse look script and made Input Look!

I've attached the script for everyone to use, All you have to do is drag and drop it to the playmaker>Actions folder. Please share and spread word on this, I know It will come in handy for EVERYONE using joypads to look around.  I hope one day this script will be integrated into Playmakers Input action. It's a function that I was surprised to see missing.

-Cheers and Happy creating! ;D

I posted it here to follow up in case people looked at my question and also would like to know if i found out a solution :)

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