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Messages - mrminico

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General Discussion / Do all of the Device actions work for android?
« on: September 26, 2016, 10:08:24 PM »
Hello everyone,

I just wanted to know if the actions listed under device would also work for android.


again saving me without even trying you're the best! you should be like a FAQ specialist for playmaker.

General Discussion / Re: Barely any tutorials on global transitions
« on: September 23, 2016, 05:31:45 AM »
Aw man thanks for this one! actually helpful!

General Discussion / Barely any tutorials on global transitions
« on: September 23, 2016, 04:08:30 AM »
I was looking through the net for some global transition information, I did however found some write ups here on the site shown in an example, I just wish there was a tutorial for it included in the series of 13 tutorials Hutong made. If anyone knows of a good global transitions tutorial let me know thank you! :)

General Discussion / Re: Get Button down trouble!
« on: September 19, 2016, 11:06:01 PM »
I meant in a different state, and thank you again! I really appreciate all the help you've been giving me single handily, you make this forum even more awesome so thanks again! I'll keep posting here incase anyone else has issues the same why I did, That way they can find answers.

General Discussion / Re: Get Button down trouble!
« on: September 19, 2016, 03:25:07 PM »
I see I'll try that out  :) I have one more question is it more impactful on performance if lets say I use get axis event twice? I'm still having some what of a hard time getting around in playmaker but so far I LOVE it I'm just on the edge all the time since I want to make a game that performs REALLY well on PC. I just dont know what I should use sometimes.

General Discussion / Re: Get Button down trouble!
« on: September 19, 2016, 09:02:02 AM »
I actually solved my issue by adding a wait action in the set velocity 2d state.

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: September 19, 2016, 04:04:04 AM »
did you use playmaker's touch controls? or did you get an asset from the store to program the android touch controls?

General Discussion / Get Button down trouble!
« on: September 17, 2016, 02:35:35 AM »
I'm trying to make a jump function, my start state has a GetButton Down and a Set animator bool. Its supposed to only fire once and stay locked on to the next state called "jumped", till grounded bool is true. Now what ends up happening is that when I press the jump button once it doesn't work and goes back to the jump button state. When I double tap it, The state transition works and stays locked on till the character hits the floor. Does anyone have a clue how to control the number of presses get button down fires?

General Discussion / Re: No android controls for playmaker?
« on: September 15, 2016, 09:21:48 PM »
You should look for touch, it is standard on all touch devices.

But i am using an asset called Input.Touches and you can find custom action for it here
There are others on the asset store like for example easy touch 5 which has playmaker actions bundled in his asset.

an advantage on those are that you can tweak the controls

again saving the day! Thank you :) I will actually consider buying input.touch i added that to my wish list, but for now i'll have to learn how to use what I have. Will the actions under device be enough for me to make tap hold, and swipe left and right. Ive never done mobile controls D:

General Discussion / Re: What is a optimal FSM vs a Bad FSM ?
« on: September 15, 2016, 09:19:57 PM »
Thank you! you seem to know what you're doing hahaha, how long have you been using playmaker for?

General Discussion / Re: What is a optimal FSM vs a Bad FSM ?
« on: September 14, 2016, 11:01:11 PM »
I think to have as much as possible into limited fsm's is a good thing.
I always have an fsm called gamemanger where most of the magic happens for my game :)

for your player controller it depends on how you want it to work,
i would separate  jumping and check if the player is grounded.
also if could shoot (for example) i would also have that in a separate fsm.
if there are some collision events i would set those also separately

So if you have several thing you want to be able to do at the same time i would suggest to separate them.

I see, but is there a general rule of thumb for having optimal FSM? Like a list you would reccomend me or some stuff I should avoid doing?

General Discussion / No android controls for playmaker?
« on: September 14, 2016, 10:57:54 PM »
I was looking through the list of actions and through the ecosystem to see if I find anything android related and I didn't find any kind of actions to make touch screen controls for android. Does anyone know where I can find android touch controls? or will I have to code that myself?

General Discussion / What is a optimal FSM vs a Bad FSM ?
« on: September 08, 2016, 11:38:57 PM »
I'm new to playmaker and I'm a big performance head. I've learned some C# here and there but I'm mainly an artist and I decided to go with playmaker. My only issue is that i've been on the edge of my seat every time I use it since I don't know what is most optimal in terms of designing these FSM's. If anyone can give me advice on some things to avoid and any other workflows that'll get me great performance and not as much bottle necks, ill be very thankful! So far I've been avoiding globals till I need them but I'm currently making a player controller and i've been trying to fit as much functionality in one FSM pertaining to the players movement. Example( Jump, running, getting axis, physics), Is this a bad practice?

General Discussion / Re: FSM's and sync work flows
« on: September 08, 2016, 12:23:07 PM »
Thank you! I'll do that next time. It seems like it was just a glitch tho? I redid the scene left the FSM attached and everything was updating fine and working and It didn't get deleted.

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