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Messages - KellyRay

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31
Playmaker Help / Re: New to unity and playmaker
« on: January 19, 2016, 09:09:10 AM »
Hey there! Welcome.

There are several solid tutorials on 2D game development. I'd start with the one made by Unity themselves.

https://unity3d.com/learn/tutorials/modules/beginner/2d/2d-overview

Playmaker will defiantly help you overcome the hurdle of coding if you are not a coding kind of person. There are several other facets that you will need to understand to make a game though, that tutorial above gives you a good idea of what you should be looking for.

32
Playmaker Help / Re: Score System - With Collisions and Combos
« on: January 18, 2016, 07:29:30 AM »
You collide tag is set to cube on an object that is also named Cube. Is that because cube has the cube tag?

If so, this could be your problem. An object can't collide with itself. The collide tag should be set to the tag of the object you are checking for collisions with. So for instance. If my cube collides with a wall, I'd want a collision event with the wall's tag.

33
General Discussion / Re: TCG-Playmaker Questions
« on: January 15, 2016, 11:27:32 AM »
The credits list seems to be void of text when I go to the link. But here is a picture:


34
General Discussion / Re: TCG-Playmaker Questions
« on: January 15, 2016, 09:45:52 AM »
Possible? Most certainly. Huge undertaking? Defiantly!

If this is what you want to make, just keep going for it. Heathstone is a solid example of a game worth playing. It was built in Unity. Anything that was built in Unity can be built with Playmaker. There is no limit.

I'm unaware of any playmaker trading card game tutorials.

Here is the action reference page:

https://hutonggames.fogbugz.com/default.asp?W2

Good luck!

35
Playmaker Help / Re: Score System - With Collisions and Combos
« on: January 13, 2016, 10:38:04 AM »
Have you tried triggers in stead of collisions?

You might also make sure that your physics layers are checked:


36
Work In Progress... / Re: 2D Run N Gun Starter Kit
« on: January 13, 2016, 07:54:36 AM »
I'll keep this in mind. Thank you for the thought!

37
Playmaker Help / Re: Score System - With Collisions and Combos
« on: January 07, 2016, 10:08:55 AM »
Defiantly possible.

I'd approach this very straight forward. I'd have a game object and name it something like levelScore which stores my INT variable.

This game object would communicate with a text gui object and passes the INT to this object as a string. You can do this with a convert int to string action.

You then use the collision event action a whole lot. Sticking it on every intractable item that would accumulate a score. When a collision happens, I'd add the appropriate value to the score int variable in my levelScore object. Be sure to read up on collision tags and events.

38
Work In Progress... / Re: 2D Run N Gun Starter Kit
« on: January 05, 2016, 02:42:14 PM »
Something I forgot to post in this thread was that this is available now on the asset store!

https://www.assetstore.unity3d.com/en/#!/content/47006

Do check it out!


39
Work In Progress... / Re: 2D Run N Gun Starter Kit
« on: January 05, 2016, 07:19:38 AM »
Sound effects are on the list of things I'd like to add to this asset yes. Two things hinder that front though.

One, I'd have to own the sound effects in order to sell them. Two, I'm not very talented in the sound effects making department.

40
Action Requests / Re: Start App (Monetization Network) Actions ?
« on: December 23, 2015, 10:19:52 AM »
If you follow the StartApp documentation on setting up the Unity project, the 'invoke method' should give you everything you need to make this work.

The methods you are calling are listed in this documentation as well. Examples would be loadAd or showAd.

Here is the iOS documentation:

https://github.com/StartApp-SDK/Documentation/wiki/iOS-InApp-Unity-Documentation#step4

Here is the Android:

https://github.com/StartApp-SDK/Documentation/wiki/Android-InApp-Unity-Documentation#step-1-adding-the-sdk-package-to-your-unity-project

You could also bug the FirstApp people to include Playmaker integration into their Unity integration.

41
General Discussion / Re: Raycast Sprites on the 3D space
« on: December 22, 2015, 12:25:23 PM »
I guess it if becomes super important you can match the shapes by modelings a 3d mesh in that shape. And use its a custom mesh collider.

I've never had to worry about the shape. Generally, boxes/circles/cylinders have worked for me regardless of the shape.

What is driving you to want to have the approximate shape? My thought is always, it is only a problem if it becomes a problem. If you can get away with just a general easy box collider, then I'd go that route.

Cant remember where heard this, but it changed the way I viewed all my game dev problems. Video games are just invisible boxes hitting more invisible boxes.

42
Awesome. Good luck!

43
General Discussion / Re: Raycast Sprites on the 3D space
« on: December 22, 2015, 12:08:46 PM »
What about putting an empty child under your sprite, and put all the collider info on that object?

44
General Discussion / Re: Raycast Sprites on the 3D space
« on: December 22, 2015, 11:10:58 AM »
Is your sprite meant to exist in a 3D space? If so, why not stick a 3d collider on it?

45
Playmaker Help / Re: PlayMaker reset Global Object's Position and Rotation
« on: December 22, 2015, 11:08:57 AM »
When I do things like this and need objects to appear in the scene where I want them, I generally have a empty game object as a target object to hold the position/rotation values. Then I use a combo of get position and set position when I spawn my game object of choice. I avoid global position variables for most things.

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