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Messages - intrikit

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16
Share New Actions / Re: Steamworks.NET
« on: June 26, 2015, 10:06:05 PM »
Any updates?

17
Share New Actions / Re: Steamworks.NET
« on: June 18, 2015, 11:15:21 PM »
Thanks! I'm using 4.6.1

I've tried starting over and deleting everything I've imported in my project related to Steamworks.NET. After that I installed the package from this thread. I am now getting this error:


18
Share New Actions / Re: Steamworks.NET
« on: June 17, 2015, 01:08:19 PM »
Yeah sounds like it. Hopefully Riley responds soon and help me solve this.

Thanks for your input.

19
Share New Actions / Re: Steamworks.NET
« on: June 17, 2015, 12:51:51 PM »
Yes I've set it up according to those instructions. Got the Steam Manager script running etc. Maybe I missed something so I'll go through the process again.

I've also set up the achievements on Steamworks and using the API Name (ACH_WIN_100 or whatever) as the input for the actions.

20
Share New Actions / Re: Steamworks.NET
« on: June 17, 2015, 11:47:05 AM »
The way I set it up should work, right?

Is there any use for the Steam Get Achievement action in this case?

I am now actually getting an error (I forget exactly what it is because I'm not in front of unity right now) which says something like "Steamworks.NET unlock achievement" in red when PlayMaker hits the state with the Unlock action in it. It pauses the game and then skips the state. It also happens in your sample scene. I'll post a screen of that error later.

Yes, I changed the appdata with my own app number.

The connection to Steam seems to be working because I can see that my profile says "In-Game" when I run Unity.

21
Share New Actions / Re: Steamworks.NET
« on: June 17, 2015, 05:52:04 AM »
Yes I have. Made a donation and waiting for his reply.

22
Share New Actions / Re: Steamworks.NET
« on: June 16, 2015, 10:44:13 PM »
Anybody?

23
Share New Actions / Re: Steamworks.NET
« on: June 15, 2015, 10:54:27 AM »
Hey guys,

So I want to use this just to set up achievements. Like if the player completes a level or kills enough enemies.

So the way I have it set up is the Steam Achievements Setup is running in a GameObject in the very first scene. I have the Don't Destroy On Load action on this too, so that it carries over to the other scenes.

I then have the Steam Unlock Achievement in the same states that trigger a completed level.. But nothing happens. Any input would be appreciated.

24
Playmaker Help / Maintaining Aspect Ratio
« on: May 25, 2015, 12:36:32 AM »
I'm looking to maintain the aspect ratio of my game even if the end user runs a different one. For example, if my game runs best at 16:9, it scales it down to fit a 4:3.

How would one do this? Does the Get Screen Aspect Ratio action do this? If so, where would I apply this action to?

25
Playmaker Help / Set Time Scale and Load Level
« on: May 07, 2015, 10:23:22 AM »
If the Time Scale is set to a certain number in one level, will it be retained even after a Load Level action is performed and another level is loaded?

26
Playmaker Help / Re: Stopping a rigid body from moving.
« on: March 19, 2015, 11:49:18 PM »
Sleep works! Thanks!

27
Playmaker Help / {SOLVED} Stopping a rigid body from moving.
« on: March 19, 2015, 12:08:15 AM »
Hello,

I have rollers which the player can roll while stepping on in order to get past obstacles. When the player dies, I created an FSM so that the rollers go back to its original placement so that the player can try again. However, if the player dies while the roller is still in motion, it continues to move after the "Set Position" action is executed. The issue is better explained by this video:


Does anyone have any suggestions as to how to get around this? Thanks a lot!

28
Solved. Used a Wait action beneath the Blink and then transitioned to a state with a Set Visibility for the mesh!

29
Playmaker Help / Re: Mesh stays invisible after a Blink action
« on: March 03, 2015, 03:37:30 PM »
Thanks for your response!

I can't specifically reference the Mesh Renderer in an action, can I? Would I have to store it in a variable first before it can be input in an action?

Also, how do I tell the Blinking state to transition into another state to activate the Mesh Renderer? Will a Wait action beneath it do the job?

30
Playmaker Help / [SOLVED] Mesh stays invisible after a Blink action
« on: March 03, 2015, 11:40:14 AM »
Hello,

I've been working on an indicator to show the player that a power up is about to expire.

There is an FSM that enables a power up for 30 seconds and in that same FSM, there are actions to enable/disable a separate FSM that tells the character mesh to wait 27 seconds before a Blink state (which means the character blinks when there are 3 seconds left of the power up).

It all works, except SOMETIMES, after the Blink action, the character mesh stays invisible even though the FSM is disabled once the power up ends.

Here is how the Blink FSM looks:


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