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Messages - JOY

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31
Hi Jean,

It's in the first post.

Thanks,
Anh

32
Share New Actions / Re: DataMaker Xml xPath and Json [JANUARY 2016]
« on: December 13, 2016, 11:55:36 PM »
Hi,

 good point, I forgot to finish this off.

Basically, json is available as a separate package, because it's using a dll that is also used by other assets.



Bye,

 Jean

Thank you Jean.

33
Share New Actions / Re: DataMaker Xml xPath and Json [JANUARY 2016]
« on: December 13, 2016, 11:07:33 AM »
Hi. I cannot find Convert JSON to XML Node action. Is there any change recently?

34
Hi Jean,

Yes the link is great. However, I got stuck as how to store all "Children" values, for example all "Level" at once instead of browsing every row of the XM file.

35
Thank you elusiven.

36
Playmaker Help / Get value of third sub-level from XML file by DataMaker
« on: December 11, 2016, 08:31:02 PM »
Hi,

I need to get the value from the attached XML file by DataMaker. Following the tutorial, I was able to get the first sub-level (Children of <Level> one). However, I got stuck at how to get the value of its children (Children of <RankSpeeds>).
Anyone can advise?

Thanks.

37
Hi,

My game designer sends me a request like this attachment. He wants to constantly change the speed of the character based only the distance he reaches. Ex: Increase constantly from 0 to 10 m/s in first 100 m. Then increase from 10 to 20 from 100-500m.
Since this is infinite running game, there will be no limitation for the distance.
Any one have the idea to achieve this?

Besides, there will be the Speed Up item. So how to apply it, for example if player takes it at 990 m?

Thanks.

38
Playmaker Announcements / Re: Playmaker actions for Playfab
« on: December 11, 2016, 07:15:23 PM »
It would be great if this becomes a official package with support from developer. Many developers like me willing to pay for this one!

39
Hi,

It seems that I'm not clear with my question. I added the FSM for Left Right and Jump Roll movements in the first post together with the referenced game

40
Hi elusiven,

Thank you for your input. It's not about performance. It's about the complication if I use too many states in one FSM which it's very hard to control. 
For the second option, I'm concerning that there will be many similar states between 2 FSM?

Thanks.

41
Hi,

I currently have normal set of character with lot of controls and checks: Run, Jump Left/Right, Double Jump, Roll). They were split into "Left and Right" and "Jump and Roll" FSMs.
Now I plan to add attack controls/actions which are similar with normal movements: Jump Left Attack, Jump Right Attack, Roll Attack. The only difference is: Those actions only happen when user meets enemies.

Reference: https://www.youtube.com/watch?v=ELFk3vrsMvs

So my question is: should I add new controls to current FSMs (which is quite big and complex already) to reuse the current actions and check? Or should I add new FSMs which will use a lot of similar States and FSM actions?

Update:
I tried to add check state to every action state of normal movement like:
 - If IsEnemyAround = True -> Send and Event to "Attacks" FSM
 - If IsEnemyAround = False -> FINISH -> Continue to next State.

However, It still add many states to current FSM ones. And I don't know how to switch back to normal movement after finish that Movement on "Attacks" FSM since cannot send event back.

Thanks.

42
Playmaker Help / Re: Check and store all enenies in front of player
« on: December 07, 2016, 08:04:43 PM »
Yes, you are right. I'm trying with the trigger at the moment and got stuck with removing enemies from the array and you open my eyes. I plan to use only 1 trigger but it's sphere collider so while I need to remove them right after the player passes them.
Thank you so much.

43
Playmaker Help / Re: Check and store all enenies in front of player
« on: December 06, 2016, 07:05:44 PM »
Hi djaydino,

Thank you for your support.
The debug line only show one direction while I'd like to have an angle (Ex: only cast 135 degrees in front of the player)
I already used layer.
So I think the logic should be using Raycast instead of Raycastall. When the ray hits the first enemy, I store it in the array. Then I moved that enemy to Ignore Raycast layer so that the next ray won't hit it. Is it correct?

Update:
I also tried to use SphereCast but it seems check behind the player as well and I cannot cast to all objects.

Thanks.

44
Playmaker Help / Check and store all enenies in front of player
« on: December 06, 2016, 09:05:42 AM »
Hi,

I'm very new with Unity and Playmaker and couldn't find the solution in the search result.
I need to detect all enemies in front off the player and store as an object array for other actions. This is a running game with 3 lands.
I tried to use Raycast to cast in front of the player (distance 5) with Transform Direction (0,0,1) but I got some problems:
 - Raycast only detects and store first object. I tried both Raycast and Raycastall but was not successul
 - I cannot manage to detect enemy in other land. I think I should add an FOV from the player but I don't know how to achieve that
I'd like to ask whether this solution is fine for mobile games since the game needs to send the raycast every frame

45
Playmaker Help / Re: Upgrade from old PlayMaker Animator to new buit-in one
« on: December 06, 2016, 02:30:49 AM »
Thank you jeanfabre. I managed to solve this.

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