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Messages - jeanfabre

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12226
Hi Psmith,

Yes, they aim real world projects. In that context, it's a bargain! I guess this is very hard to justify spending a 100 box on some extensions that still requires you to learn it properly and will anyway not do the job for you. So yes, if you are simply playing around with Unity, then it's actually good that you need to roll your own system for all that. You'll learn! and when you will start proper projects, you will then have a much clearer vision of what extensions you need that will save you time and money. It's always a balance... I much prefer spending $300 on tools that will save me litteraly thousands and more importantly allow me to deliver in time with limited effort and stress! Without sm2 and easygui you can basically forget anything serious on mobile devices unless you have a team of developers and proper budgets.

 As for playmaker itself. that's actually the opposite. DO GET IT if you start with Unity. As LordShaggy said, this is also a total change of perspective for me too in terms of how I approach development. I've been waiting for such intuitive visual fsm system for years and years.

Bye,

 Jean

12227
Playmaker Help / Re: Mouse Drag the Camera
« on: June 02, 2011, 02:43:58 AM »
Hi,

 Touch and mouse events are different yes ( the screen reference is different for example), what you need is separate the system that will watch user inputs and the feature that it controls. in theory, you should be able to build the feature without using the mouse or touch and simply pilot it by hand ( that is changing the dragging value by hand). Then you can verify that the feature is working. Then you build a system that watch mouse events. You then also build a touch event watcher that will in essence output the same values as the mouse watcher. You will then build a fsm in the middle that accepts inputs both from your mouse watcher and from your touch watcher. It then forward to the feature. This middle fsm can also tweak the input to format it exactly how the features requires it.

 It might seems a bit convoluted, and many different technics exists to solve such problems. But generally, dividing is the key. Each features should work independently of its controler. A clear example would be cut scenes. The same objects/character/machinery would need to be controled by script during a cut scene. If you plan ahead this kind of needs, you then clearly see that separating controls and behaviors somehow is needed.

Bye,

 Jean


12228
Playmaker Help / Re: Camera functions?
« on: June 01, 2011, 03:05:15 AM »
Hi,

 What you need is record the delta translation of the mouse, that is each frame get the new mouse position and substract the previous. You use that value to rotate the camera. Then if the mouse is not moving, the delta movement is null and the camera doesn't rotate.

 It seems you are willing to sort this. So I leave you in your juice for another post  ;D  this is anyway the best way for you to learn.

check this post, it does delta transalion but from a plane in 3d, you can adapt this for a delta translation on screen.

http://hutonggames.com/playmakerforum/index.php?topic=270.msg1092#msg1092

If you more need help, drop a reply and I'll make a working example.

 Bye,

 Jean

 

 

12229
Hi,

 For this, you are better off using Sprite Manager 2 and easyGui .

http://www.anbsoft.com/middleware/sm2/
http://www.anbsoft.com/middleware/ezgui/

They are fantastic tools, but not so easy. You'll need to really learn how to use them properly. Watch the videos and look at the examples, you'll understand the power behind them straight away. AND if you want to link playmaker with easyGui or SM2, don't hesitate to post requests on the forum.

 Bye,

 Jean

12230
Playmaker Help / Re: Mouse Drag the Camera
« on: June 01, 2011, 02:31:04 AM »
Hi,

framerate drop happens because a lot is going on live within the inspector and editor for various reason, live tracing of flow, live update of data. all this takes time. Now I am not saying it can not be improved :) But generally, make sure you test on proper published version and devices. This is true for everything, not just playmaker.

 Bye,

 Jean

12231
Hi,

 Custom graphics for gui elements is not really down to playmaker, but rather the job of the unity skin set up. Are you comfortable in using gui skins?

 I don't think there are any ready made actions to influence the gui skin or affects colors etc etc. So I think you will need to roll your own custom actions.

 If you describe in details what you want, I'll see what I can do to help you out with the task.


 Bye,

 Jean
 

12232
Playmaker Help / Re: Camera functions?
« on: May 31, 2011, 03:36:41 AM »
Hi,

 Ok. Try to cut down the problem is small chuncks.

Rotating character:
Can you describe what exactly you can't work out? is the dragging of the mouse itself? the link to the transform to rotate it, the state and actions set up itself?


Zooming: try the following:

 in a clean fsm attached to the camera:

1: select the start state
2: create a float variable "delta zoom"
3: add a get axis action
4: the input you want to watch is "Mouse ScrollWheel" ( in the input settings of unity itself)
5: output to "delta zoom" variable
6: add a second action "translate"
7: set the z component to "delta zoom"

and you have a basic working zoom.

If you need more help, don't hesitate,

 Bye,

 Jean

12233
Hi,

 Do you mean that you don't know how to layout  Unity to have all the various windows docked the same way? Maybe I misunderstand.

12234
Playmaker Help / Re: Extend Playmaker Editor
« on: May 27, 2011, 02:17:47 PM »
Hi,

You can't extends the editor currently. So you can create your own FSmXXX values no. I don't know if there is a plan to do so.

 What I would do in such case is write a fsm and possible a custom action that reads and parse your files and maintain a list as you describes it.

 I have done a small funny proof of concept that is related to what you are willing to achieve:

http://hutonggames.com/playmakerforum/index.php?topic=183.msg763#msg763
http://www.screencast.com/t/chttWZ1B

You can easily extrapolate on this to build an array of string and maintain your lists of names like so.

If you have problems implementing it, drop a reply, and we'll see what's possible.


 Bye,

 Jean

12235
Hi,

 There are lots of users tempted to purchase playmaker and unsure about what they will get. Since a trial version doesn't seem to be planned, I think the best alternative would be to publish each individual sample provided and organize them either in the docs or in the communita wiki, then we would be able to refer to them easily, and also would allow curious to really understand whyt they get with playmaker.

 Bye,

 Jean

12236
HI,

Quote
1.  I wanted a control with your finger where you would "flick" your finger on an object and it flies off.  First you would hold the object as you press down with your finger then you would flick up or whatever direction you want the object to fly off and it would take off based on how much you go upward or any direction on your finger.

that is a nice topic to cover. Will build something like that in playmaker when I have time next week.

For the rest of your question. YES in bold. Playmaker provides you with a lot of small samples allowing to understand how it works and extrapolate them to build your own game.

 Bye,

 Jean

12237
Hi Maddox.

 Very cool , I actually builded the vector3 operator action cause I needed that kind of math, tho slightly different from a straight additive, I often base offset using the start position, not the current, maybe your set position could have an second option to "additive from start", that would then cover both case.

Bye,

 Jean

12238
Playmaker Help / Re: State Machine Simple Game Examples
« on: May 27, 2011, 12:49:45 PM »
Hi,

 Compiling for iOs is not different when you use playmaker, don't worry about the internals, it just works, and you don't anything special to make it work.

I don't have much experience yet with playmaker and iOs so I can speak about perfs. but NEVER RELY ON EMULATORS for iOS dev. Don't even bother run it in the iOS simulator provide by apple. It's pointless in my opinion, unless you don't have the device with you or are doing very specific worka that do not require you to check for perfs but rather for features validation. Two reasons: the unity emulator is not totally true and give only ruff idea of how it's going to look. I have to tweak and test on the device many times to achieve the right lighting, the right shaders settings etc etc. The second reasons is that emulators ( the unity one and the apple one) are simply way more powerfull in terms fo computation speed and memory allocation than the device itself. So you are in for big surprises when you will compile on the device for the first time the day before the deadline! this is very true if you start with all this, as you gain experience and as the project gets solid and tested, you can relax a bit more and only compile at the end of the day to enjoy your app on the device more than anything else, but during the first phase of devs for a new project, I really advice you to compile and test on every single features addition.


making games in 3d for iphone requires more than just raw artistic skills, you need specific skills on low poly modeling, texturing, shading, and inspiration when problems arise. the code ( or playmaker ) in itself is a lot less important when you target devices in my opinion, the fight is really in building a 3d world using the right balance between mesh accurary, texturing, and the global feels you want to give.

Making 2d games for iOs is totally possible, but for this I would recommend using SpriteManager 2 and EasyGui. Without, you are in for trouble and will likely fail to deliver a descent work. I have done proper hard core applications for ipads in full 2d ( think keynote/powerpoint presentations with embedded 3d) and this was made possible only because of SM2 and EasyGui.

 Playmaker allows you to build an entire game using just fsm and the actions provided, be it for iOS, not difference here. But this very much depends on the complexity of the algorythm you need to build ( note that I am careful not to say the complexity of the game itself, cause this often an opposite equation, that a simple game is very difficult and complex to code, and vice versa).

I would actually even say, it can achieve more than just simple games. I am currently building a full blown industrial robot simulator involving two different types of very complex robots passing parts to each other in a very specific way with many hypothesis and cases to take in considerations during the process. This would be hell on toast without playmaker, and quite simply undoable without an event system. Playmaker shines in allowing you to define processes like a flow chart does, be it industrial or "game like", this is the same. Now, to continue with my robots, I have actually built the inverse kinematics of them using normal scripts. I am not saying it's not doable with playmaker, it's just that I would need to build so specific actions that it then starts to be silly to end up with a fsm with one single state and one action ending up doing all the work. There is a balance to find ( experience will tell) between building custom actions for specific needs and building everything with totally generic actions and ending up with huge fsm or set of fsm working together. But the beauty of playmaker is that even with all the complains with make about refactoring and production workflow, it is way easier to improve a process made with too much fsm than improve a process done in pure scripts, or for that matter, a huge do-it-all custom actions: you work against playmaker way of doing things and then ends up with one state not being to dispatch useful events, etc etc.

Bye,

 Jean

12239
Playmaker Tutorials / Re: Screencast on how to move a cube
« on: May 27, 2011, 05:59:38 AM »
 :P

Will make efforts to talk clearer, you are right. Very self aware when doing these screencast, and lived for too long in a cave coding to have the proper skills to express myself loud and clear :)

 

12240
Playmaker Help / Re: Mouse Drag the Camera
« on: May 26, 2011, 11:56:18 PM »
Hi,

 ok,

 Here is a package with a prefab for moving the camera when dragging the mouse in 3d.

 WARNING: there is an issue with prefabs. you'll likely get an error with the get position action. I just don't understand this error. so here are the step to make it work.

 So Alex, if you read this. I know you are very very busy with 1.2 so don't worry too much right now about this as I have a fix, but if I could get to the bottom of this issue, that would be great, hopefully, this is something trivial.

1: import the package attached to this post
2: drag the prefab in the hierarchy view
3: delete the prefab itself from the project view ( this will keep the scene hierarchy intact, so you won't loose what's in the scene)
4: then that works...

Don't forget to add a cube or some elements in the scene to witness the camera movement as you drag.

Explanations about how it works ( I'll make a tutorial on the wiki section when I have time).

I have build a special custom action for the drag that is independent enough to be reusable. This also allow for some playmaker fsm goodness.
http://hutonggames.com/playmakerforum/index.php?topic=272.msg1087#msg1087

I have also built a vector3 operator custom action to allow for vector additions and subscraction. This was needed for the algorithm.
http://hutonggames.com/playmakerforum/index.php?topic=271.0

 So one fsm  ( drag ) is responsible for checking if mouse is down and if so dispatch a drag event and start the drag. During the drag I check for mouse up and exit the drag state if so. while dragging, I record the world position of the mouse in the plane defined in the drag action and also record the drag vector. The drag vector is what will be used to move the camera.

The second fsm ( position ) listen for the drag events and when starting record the start position for reference and then poll the drag vector value from the drag fsm and substracts it to the start position.

If you are curious and tests the performances, make sure you close the playmaker editor AND the inspector if showing the fsms. With editor and inspector, I drop from 1200 fps to 500 when dragging... when editor and inspector closed, almost not difference!!!! so be aware of this.

 I have in purpose separated each features as much as possible. for example, the drag action doesn't need to on a camera gameObject. The position fsm can control any objects too. The mouse position is not the only way to control the drag action , you simply inject a screen position, so it's kind of ready for touchscreen and you would only modify the way you get the screen position that is used by the drag action. All this can be perceived as more complex than it needs to, but in the long run, this gives more flexibility and things are more reusable.

 If you have any questions or issues, don't hesitate. Bear with me for a more descriptive tutorial on this. This is a good case for intermediate level, so this will go in the tutorial section of the wiki.


 Bye,

 Jean

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