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Messages - Terry213

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User Showcase / Kombo King for iOS and Android
« on: August 11, 2017, 12:43:04 PM »
Download Kombo King on the Appstore and Google Play!
Future updates include more levels, boss battles, and new enemies!

Be sure to give us a review! ;D ;D


Google Play:

iOS Help / Re: Turning on ads makes game build fail in Xcode
« on: July 20, 2017, 06:57:35 PM »
Thanks. It was a duplicate issue. I thought I deleted the whole Unity Ads package from the asset store but some things were still left in the plug-ins folder.

User Showcase / Re: Kombo King preview
« on: July 19, 2017, 05:34:28 PM »
Yeah. I'm just making sure everything works with 2 enemies so i can see if there will be problems. I just found a new solution for the player homing in on an enemy different than what you see in the video.

User Showcase / Kombo King preview
« on: July 19, 2017, 04:28:06 PM »
I am developing a 3d beat em up game in unity.
Follow Icuzo LLC on facebook for more info!

iOS Help / Turning on ads makes game build fail in Xcode(SOLVED)
« on: July 18, 2017, 11:15:35 AM »
The build fails at the very end of loading and gives me this line:linker command failed with exit code 1 (use -v to see invocation). All i have is an empty object which contains the FSM for the actions UnityAds is Ready and UnityAds Show Ad.

Playmaker Help / Collider issue
« on: July 11, 2017, 05:55:52 AM »
When i give my enemy a collider, my character always runs on top of it.


User Showcase / Re: Zippy the Squirrel Demo
« on: May 10, 2017, 11:26:18 AM »
Darn, I thought turning off Show State Labels on each FSM would do it. I'll get right to it.

Playmaker Help / images stay active in ios build
« on: April 22, 2017, 08:30:20 PM »
i have 'set property' actions tied to an empty game object to control when images are active; there are different states with 'wait' actions to change the ui images' active property. This works in the editor, but when I build for iOS all of the images are active at the same time. Any thoughts?

iOS Help / UI images work in editor, but not build.
« on: April 22, 2017, 07:33:44 PM »
For example, I created an empty game object with an FSM that sets the property of a UI image to active/inactive and has a 'wait' action on each state. The idea is like a motion comic. It works fine in the editor but all the images are active in the build.

I'm using the Unity standard assets joystick and I'm trying to get it to move my character as if it were the keyboard. I tried adding an event trigger to send an event to move the character but nothing works.

Playmaker Help / Extend the range of move towards?
« on: March 24, 2017, 01:19:06 PM »
Is it possible to extend the range of the move towards action instead of it being 1 point?

Playmaker Help / Blinking not affecting mesh
« on: February 06, 2017, 08:15:26 AM »
I'm trying to give my player a blinking effect when he is hit, but the Blink action doesn't affect my mesh. When I dig deeper I found that my mesh rendere component isn't even affecting the player.

There is a problem with Controller Simple Move where it keeps translating the object forward in Z, so I just switched to Controller Move.

It didn't work :(

For the movement FSM i have Set Game Object in the first State. Two Get Axis, two Get Axis Vector(i want x to be slower than z), and one Controller Simple Move in the second State.

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