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Messages - Graham

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271
User Showcase / Re: Kaptain Kat - Cats and Turtles Free [android]
« on: March 28, 2014, 08:18:33 AM »
Ohhh I can see it now! I can point out what the real problem for me is now that you mention that.

The blast for the next wave of projectiles is happening at the exact same time as the projectiles from the last wave are firing. This leads to confusion because it looks like the blast for the next wave is actually the blast coming from the current wave.

Do you see what I mean?

Not sure exactly how to change that, maybe make the blasts persist until the actually corresponding projectile has been released?

272
Playmaker Help / Re: Physics and moving platform
« on: March 28, 2014, 08:09:08 AM »
Yes sebaslive, my kit is in fact a 3d solution, just running on 2 axis'. If I knew why it works for me I would share, but I can't see what exactly I am doing differently.

I can tell you my character has a mass of 1.8, so I don't think upping the mass is a solution I would go with since it adds other issues.

Also, I can make my platforms go extremely fast and the character doesn't move an inch. Also my platforms do not have a rigidbody.

The only other thing I can point out is, my platforms move using the "iTween Move To" action. You say you move yours with velocity?

273
Playmaker Tutorials / Re: [Request]Classic Platforming game camera ?
« on: March 26, 2014, 03:14:17 PM »
I feel like loading a new scene for every screen would add a lot of load times, and break the illusion of your character continuing his run from screen to screen.

If it were me, I would have the whole thing as one large level, with empty game objects in the position of where you want the camera for each screen. Have a trigger volume covering each individual screen, when the player enters the trigger it sets your cameras position to whatever given empty gameobject you positioned for that screen.

274
Playmaker Help / Re: Physics and moving platform
« on: March 26, 2014, 03:03:56 PM »
My own kit uses a variation of the parenting solution sebaslive suggested. My character uses a capsule collider, and moving platforms work just fine. I don't think using a sphere is causing your sliding.

Does your collider have a physic material applied? If not, create a physic material and drag it into your collider's material slot. In the material play with the friction settings, perhaps this can help.

Another possibility is, you say it doesn't use the rigidbody gravity. Maybe that has something to do with your issue. What kind of gravity are you using if not rigidbody's gravity?

275
User Showcase / Re: Kaptain Kat - Cats and Turtles Free [android]
« on: March 26, 2014, 02:34:48 PM »
Well congratz on releasing the game! I tried it just now, it's very hard. I think it could be made to feel much more intuitive if you made the blasts on the right match up to the projectiles coming out.

It's confusing when you see a single blast at bottom, and two projectiles come from middle and top. If those were matching, I would be able to predict much more accurately where to move, and I think it as a player I would feel more in control and enjoy it much more.

It has some great potential for fun!

276
The style is definitely amazing. I can't wait until you get a full featured tutorial in there though. I wasn't sure of my objective.

277
Feels very experimental, I like that. I felt like I was really falling out of a building window after the first area. Well done, even though I don't know what on earth I just experienced.

278
User Showcase / Re: Kaptain Kat - Cats and Turtles Free [android]
« on: March 26, 2014, 08:57:43 AM »
Did you make the artwork yourself? Pretty cute art style.

279
User Showcase / Re: my first playmaker application
« on: March 26, 2014, 08:53:57 AM »
Looks great, if my phone could handle it I would definitely play.

280
General Discussion / Re: Unreal4 Blueprints & Playmaker
« on: March 26, 2014, 08:07:10 AM »
Having originally been a UDK user myself, I must say it is great that they are integrating visual scripting as a core feature of the engine itself. They are leading the way and setting new standards just as they did with node based shader editors, which Unity still hasn't caught up to. Luckily acegikmo has filled those shoes with ShaderForge.

I must say though, I believe Playmaker is leading the way on the visual scripting front. Unreal has likely taken a hint or two from the expanding popularity of Playmaker. The user friendliness of Playmaker combined with Unity just cannot be beaten. I won't be heading back to UDK anytime soon. I love Unity and Playmaker far too much!

I can't say that I have tried blueprint, seeing as how you have to pay monthly to use UDK now. I probably will sometime in the near future. I can say however that Unity is more user friendly than UDK in terms of learning curve. Playmaker integrates into Unity flawlessly. I wholeheartedly recommend Playmaker.

In the end a tool is a tool, and they will most likely share 90% of features. So use what you are more comfortable with, and make the most of it!

281
Work In Progress... / Re: Parasol - A Mobile Puzzler
« on: March 25, 2014, 08:54:09 PM »
Looking fantastic!

282
Work In Progress... / Re: MARA - 2.5d platformer - WIP
« on: March 12, 2014, 05:50:51 AM »
I like the spacial quality of the sound when you move around the sawblade! Pretty cool.

283
User Showcase / Re: FLAP BAT FLAP
« on: March 08, 2014, 05:54:02 AM »
My record is 1 point... lol

The smoke effect and graphics are really cool. It's also nice to see a landscape orientation take on this.

I wish the bat would start falling faster and feel more responsive though. It is harder than the original by a long shot.

284
General Discussion / Re: Hearthstone made with Unity AND Playmaker!?
« on: March 03, 2014, 12:26:16 PM »
Cool! Thanks Lane, Will check it out tonight.

285
General Discussion / Hearthstone made with Unity AND Playmaker!?
« on: March 03, 2014, 10:12:48 AM »
I don't know if anyone here is a Hearthstone fan, but I was doing a little snooping around the installation directory and found some interesting files.

In the Hearthstone/Data/Win folder you can clearly see that the game was made using Unity, this in itself made me smile. But upon further inspection, if you head to the Hearthstone/Hearthstone_Data/Managed folder you will find something even more interesting... PlayMaker.dll!!!

It's not really clear what this means, or how and what exactly they are using Playmaker for. But it's very exciting to see that a huge player such as Blizzard has realized the enormous potential of these tools, and is using them in a AAA production.

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