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Messages - Groo Gadgets

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91
Android Help / Handy Android tip - using the device back button
« on: August 23, 2012, 07:48:12 PM »
Hey guys,

I just recently picked up a Nexus 7 for mobile development and was curious if it were possible to utilize the persistent "back button" on the device using PlayMaker.

I found out that Unity maps the Escape key to the back button on Android devices. So if you want to access the back button in your Android app all you have to do is use the "Get Key Down" action and point it to the Escape key.

http://answers.unity3d.com/questions/25535/android-back-button-event.html

Nice to know that we don't require a custom action to get this working  :-)

Cheers,

Simon

92
Share New Actions / Set Antialiasing Level
« on: August 23, 2012, 07:38:47 PM »
Hey guys,

I've created an action that lets you set the antialiasing level of your game, even at runtime!

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.RenderSettings)]
[Tooltip("Sets the antialiasing level.")]
public class SetAntialiasingLevel : FsmStateAction
{
[RequiredField]
[Tooltip("AntiAliasing filter can be set to either 0,2,4 or 8. This coresponds to the number of multisamples used per pixel.")]
public FsmInt antialiasingLevel;

public override void Reset()
{
antialiasingLevel = 0;
}

public override void OnEnter()
{
DoSetantialiasingLevel();

}

public override void OnUpdate()
{
DoSetantialiasingLevel();
}

void DoSetantialiasingLevel()
{
QualitySettings.antiAliasing = antialiasingLevel.Value;
}
}
}

Let me know how it goes  :-)

Simon

93
General Discussion / Infinite Runner - best practice?
« on: August 06, 2012, 09:10:05 PM »
Hey guys,

I'm starting to make an infinite runner with my kids based on the look and feel of Subway Surfers and more recently Agent Dash.

I have some fair solid ideas on how I will generate the infinite terrain but I was just wondering if anyone has opinions on the best method for locomotion.

Would it be better to move the player along static terrain or should I develop a system where the terrain moves itself and the player is essentially still on the screen?

I can see the pro and cons of both methods but I just wanted to hear some feedback if anyone has some ideas of which method would work best.

Cheers,

Simon

94
Share New Actions / Re: Set Sub String
« on: July 10, 2012, 07:10:06 PM »
Hey Jean,

Thank you so much for this awesome new action, it will be invaluable for my word game project. I don't have time to test it out this week since I have all 3 of my kids during their school holiday but I will be sure to test it out this weekend and report my results.

Thanks again!

Simon

95
Action Requests / Array Maker - build string from array items
« on: July 04, 2012, 08:37:05 AM »
Hey guys,

I guess this is a request directed at Jean  :-)

I would like to know if it's possible to have an action for Array Maker that let's me build a string from string items in an array.

I have created an array with 7 string items and each item contains one letter per item. I would like to be able to build a string based on each of the 7 items. Would that be possible?

Cheers,

Simon

96
Action Requests / Set Substring
« on: July 03, 2012, 04:00:45 AM »
Hey guys,

I would like the functionality to be able to set characters within a string. I've tried a few methods but don't seem to be able to easily do it without messy and long FSM loops.

I only need to set one character in a string at a time (eg. replace the first letter of the word CAT with the letter M to create the word MAT) but the option to set multiple characters would be great.

Any help on this issue would be much appreciated  :-)

Cheers,

Simon

97
Hey Jean,

My word game will let players add to any real words they create. Kind of like what you can do while playing a game of Scrabble.

A simple example would be as follows:
1. In the first turn player creates the word CAR
2. In the second turn the player adds a "T" to the end of the existing word to create CART

I would like to have the functionality for Array Maker to perform a search of the string CART and output all real words it finds within the string. So in this example it would output 3 real words: CAR, ART and CART

I could brute force a function within a state loop so that it checks the range of the first 3 letters in the string, then the last 3 letters, then finally all 4 letters. This would become very tedious as the player creates longer words.

My game grid can have words up to 7 letters in length but where I would really like to get this working is if the player creates a row of 7 random letters the game's word search engine could "extract" real words from it.

For example if the player creates a row of the following letters GFTAXEB the game's word search engine would find and extract two real words: TAX and AXE

I hope this makes things a little clearer  :-)

Cheers,

Simon

98
Action Requests / Re: Array Maker - Shuffle Range Action
« on: July 02, 2012, 05:53:28 AM »
Wow now that's what I call service!

You are an absolute credit to the Play Maker community Jean! Thank you so very much!

Simon

99
Hey guys,

I've been working on a word game using Array Maker and i've hit a wall with the functionality of how I would like to perform a word list lookup.

I've been playing around with Jean's fantastic word match sample that comes with Array Maker and i'd like to extend it's word search function.

Basically i would like to find how many words a single string contains. For example; let's say I have the word CARTS, I would like to have the functionality to search for and store all the words it contains.

So the word CARTS would output the following list of words:
CAR, CART, CARTS, ART, ARTS

Would this be possible using existing actions and states or would it require a new action?

Any help would be great  :-)

Cheers,

Simon

100
Action Requests / Array Maker - Shuffle Range Action
« on: July 02, 2012, 05:20:14 AM »
Hello,

Firstly I must say that I just love Array Maker, I simply could not create my latest game project without it!

Now, i'm using the "Array List Shuffle" action to randomize items of my array which works great. Although I would love to have an action that lets me shuffles a specific range within an array.

For example; if I have an array containing 20 items, I would like to be able to shuffle the first 5 items, leaving the rest of the items in their original order.

I can currently do this in a very convoluted way (I create a new array, fill it with the first five items of the original array, shuffle the new array then replace the first five items of the original array with the new shuffled array).

It would be far easier if someone (*cough* Jean *cough*) could create one single action to remove the need of a convoluted loop of states  :-)

Thanks!

Simon


101
Hey guys,

I was suffering from massive slow down in my game thanks to the variables window. The worst thing was I didn't realise it was the variables window so I went ahead and started reconstructing my game project.

I'm running a dual monitor setup and I narrowed the issue down to the global variables window being open on my second monitor. I can confirm that the slowdown persists when I have the variables window docked in my main unity window. One thing I can say though is it seems much slower if i'm viewing an FSM that has a lot of variables.

Alex, are you able to reproduce this slowdown on your machine?

Simon

102
Playmaker Help / Re: Mouse Double Click - how to?
« on: June 08, 2012, 04:26:58 AM »
Haha, uncanny! I just solved this problem myself then i return to the forum to see your solution!

Thanks anyway for your help Jean, very much appreciated.

While on the subject of mouse input, is there a way (or possible custom action that lets me store the Delta X of the mouse? The "Get Touch Info" device action has it and it would be most handy to have the fuction for the mouse as well  :-)

Thanks.

Simon

103
Playmaker Help / [SOLVED] Mouse Double Click - how to?
« on: June 07, 2012, 05:07:39 PM »
Hey guys,

I have scoured the playMaker forums before posting this question but haven't found a suitable answer.

Is there an easy way to detect a double click with a mouse and send an event based on a double click? I have no problem doing a similar thing on my iPhone via the "get touch info" action using the "store Tap Count" function.

An action that could record a click count would be great, in fact it would also be great to have a "get Key Tap" action for keyboard input as well.

Failing that has anyone got any tips or tricks to achieve a double click event without the need for a custom action?

Any help with this problem would be great   ;D

Thanks!

104
User Showcase / Re: Asteroids game
« on: June 04, 2012, 05:58:53 PM »
Wow love the lighting effects and especially love the FNM soundtrack   ;D

105
User Showcase / Re: banana shooter (title pending)
« on: April 15, 2012, 06:13:16 PM »
Hey mate,

It's looking very cool, love the vector black hole and the twin trails from the banana projectiles.

Keep it up!

Simon

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