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Messages - evmo

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Playmaker Help / Re: Align car with terrain?
« on: March 19, 2018, 07:00:40 PM »

Playmaker Help / Align car with terrain?
« on: March 15, 2018, 02:25:26 PM »
Hello all.

I'm starting to prototype an idea I have that involves moving vehicles across a large map on set roads.  The vehicles move from place to place very well with all the pathfinding I've set up and I have a pretty good idea of how the logic for the game is going to work.

My problem is I can't get the cars to align properly to either the terrain mesh or roads I've created with EasyRoads3d. The cars will always look in the proper direction on the y axis but I can't get them to match the angle of the terrain when going up and down hills.  I've tried a few things, including getting the normal by raycasting and trying to align the car to that as well as a few other methods but have had no real success so far.

I'd rather not implement a full on vehicle rig because these cars are very small, the entire game takes place from a birds eye view like Age of Empires and Starcraft.

Is there a cheap, easy solution to this?

Playmaker Help / Re: How to Store local variable
« on: March 13, 2018, 09:29:58 PM »
I had to use a third party plug in to accomplish this,
there are a few that work with playmaker.
SmoothSave is cheap at 10 bucks and has worked well for me.

General Discussion / Re: Creating a magic based combat system
« on: March 13, 2018, 02:16:59 PM »
Your description of what you want is really vague but I think I know what you mean. There's so many ways you could go about something like this. How many spells are we talking about? 5, 50, 500?

If it's only a handful, then you could do something like make an fsm with a few bools in it that just allows you to select the spells as you turn the bools to true. This would be simple to make but would scale horribly.

I would probably use an array and add the spells you learn to it as whatever variable makes sense for you. Then you could make the means of learning those spells whatever you wanted and you wouldn't be limited to a set number. If it was in the array, you could use it.

If you wanted to change the power of the spells just be sure to make all their stats a variable.  Then, when you want to upgrade them just use the "set fsm float" to add to it or whatever. You could then make different  (weak, medium, strong etc) particle effects that test the variable before going active and display a different effect depending on what the stat is.

These are just very general ideas but maybe they will get you thinking in the right direction.

User Showcase / Re: Battle Ion
« on: March 13, 2018, 11:30:07 AM »
Well polished game

On steam, I found your other VR Cliffstone Manor.
Do you only make VR games?

I've worked on a wide variety of products professionally. Everything from augmented reality projects for Google and Crayola to puzzle games on Android and iOS to virtual reality products at my job. I've always been a designer and artist on these projects relying on engineers to make them come alive.

I was bitten by the VR bug pretty hard when we got a Vive at my office which also happened to be right around the time our lead engineer introduced me to Playmaker.  Once I used it enough to realize I could finally make games on my own, I bought a Vive and have been heads down nights and weekends on these projects ever since.

I have an idea for my next project which could function in VR or on screen...I'm not sure which way I will go yet.

General Discussion / Re: Pathfinding????
« on: March 12, 2018, 08:01:30 PM »
I have experience with both systems. Unless you are specifically looking for a feature that only a* provides, there is no reason to switch. Or if you are trying to pathfind many many gameobjects (like 50 plus at one time).

One thing a* provided in the past, was a way to regenerate the navmesh at run time. Now you can do this with the experimental features of unity navmesh as well.

A* can have better performance, as it has several types of pathfinding, but it is much more work to setup, and IMO, that performance only pays off, if you have many objects moving at once.

Awesome, thanks!  We have A* at work.  I loaded it into a project but had no clue where to go from there.  I got everything working I needed with the stock pathfinding system just by reading the basics they have in the Unity documentation and screwing around in PlayMaker for a few hours. I found it very intuitive and user-friendly.

I don't anticipate having more than 50 pathfinders in a scene at once so this should fit the bill!

User Showcase / Battle Ion
« on: March 12, 2018, 03:03:30 PM »
Hey everyone! I launched my latest VR game , "Battle Ion", last Friday.

I had originally planned to finish this in one month.  Life happens though, and I got lazy/distracted playing 90s adventure games which dragged out development to 4 months.

You can check it out here!

General Discussion / Pathfinding????
« on: March 12, 2018, 11:50:07 AM »

I've been messing around with Unity's pathfinding system and have had a lot of success with it (all PlayMaker of course!). My enemies are patrolling around, jumping gaps, chasing you on sight, and losing you if you hide for long enough where they will then go back to patrolling.

I keep reading that the built in pathfinding system is sub-par and very limited, however all these posts seem to be very old and Unity has been updated quite a few times since then.

My question is, what is everyone using for pathfinding and is there a good reason to not be using the built in one? Thanks!

Playmaker Help / Re: Creating a .txt file? [SOLVED]
« on: February 09, 2018, 12:47:00 PM »
I haven't had much time to work with this in the last few days but a quick alteration of the action with the provided code has it making a text file but not in the directory specified.  It also won't write any text to the file if it has to create it first.  When I get more time I'll mess with it further.

Playmaker Help / Re: Creating a .txt file?
« on: February 05, 2018, 10:46:04 AM »
The Write to File script does not allow for creating a file.
Edit the Writeto File script to the below in the OnEnter Function
Note: This is just specific for creating a .txt file if not found and is not universal
Code: [Select]
public override void OnEnter()
            if (System.IO.File.Exists(filePath.Value))
                // Create an instance of StreamWriter to write text to a file.
                StreamWriter sw = new StreamWriter(filePath.Value, true);
                //create a .txt file if file does not exist
                //Now add in your data
                StreamWriter sw = new StreamWriter(filePath.Value, true);

Thank you so much!  I will give this a try later today.

Playmaker Help / Re: Creating a .txt file?
« on: February 01, 2018, 04:39:56 PM »

yes, you can find actions to deal with file on the Ecosystem, search for "WriteToFile"



I'm currently using the "WriteToFile" action from the ecosystem to successfully write strings to a text file that I've already made.  I don't see anything in the action that will make the file for me though.  I define the path and file name but it won't create the file, only write to it if it finds that file where I specify I missing something?

Playmaker Help / Creating a .txt file? [SOLVED]
« on: January 31, 2018, 03:10:09 PM »
I'm looking for an action that will create a .txt file in a directory I specify.  I've got my fsm successfully writing strings to a txt file that I've created in windows but I don't want the user to have to manually make this file before running the tests.

This is a very interesting project...I'm using Unity and Playmaker to make a broadcast camera calibration tool for my company. it will spit out a text file that will be fed into an algorithm that one of our engineers will write. Pretty neat to be making a non-game in a game engine hehe! 

The 'new' itween. has no action yet for it and is still limited.

So i would suggest dotween.

You can find actions for it on this post and on the asset store

Great thanks!

Hey Jean,

I'm having the issue with 2 different projects both in the editor as well in a build.  This is on a brand new, very high end PC. These are both VR games.

It seems to only be affecting game objects that have additional animations on them like characters with a walk sequence or space ships that have rotating parts. This problem definitely showed up as soon as I upgraded to 2017.3, did not happen in 2017.1.

I'm more than happy to ditch iTween.  Which do you recommend, doTween or the new iTween?


Playmaker Help / Itween move to and action rearrange problems in 2017.3
« on: January 16, 2018, 09:36:53 PM »
EDIT:  Well I need to lay off the wine while I work on games.  I was actually still on 1.8.3.  Updating to 1.8.7 fixed the action drag and drop issue.  Still having trouble with iTween though.

Hi all. 

I've recently upgraded my projects to 2017.3 and have noticed a few bugs with Playmaker...hopefully someone can shed some light onto what might be going on here.

The first is a problem with iTween.  The "move to" action does not work smoothly anymore.  Game objects will stutter or pop into position rather than moving smoothly. This is only with the "move to" action, all the others seem fine.

The second problem I'm having has to do with rearranging actions in a state.  It's no longer possible to drag and drop them into position. I just get the "buster sign" mouse icon when trying to do this.  It's still possible to move them using the right click menu but this is slow and not ideal.

I've tried updating to the latest version of Playmaker but that didn't help with either of these issues.

Any help would be great!

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