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Messages - foxdeltagames

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General Discussion / Re: Unity Roadmap -visual scripting
« on: July 08, 2015, 07:20:38 PM »

I think you guys made a great product with Playmaker. Its my main tool to program my projects, and will always be. Keep up the the good work, and for the 100th time where can i donate. I love Playmaker so much i want to donate to keep showing my support.

Share New Actions / Re: Activate GameObject Child
« on: June 22, 2015, 10:29:18 PM »
Thanks. Will come in handy :)

I actually have a have basic pathfinding set up I can try to make a tutorial to get you started but it will be in about a week.

Action Requests / Update mouse pick
« on: June 03, 2015, 10:20:28 PM »
Can there be a new update on mouse pick event;
So its similar to Raycast 2, like add store no hit/ miss and what not. I believe it will be a really useful action. It will make making shooting games a lot easier.

If there is a existing action, may soemone please point me to that action.

Thanks a ton guys.


 You have 3several proxies:

PlayMakerUGuiPointerEventsProxy ( this one will expose "enter")



Sweet, I'll check it out now.

General Discussion / Re: Unity 5 PathFinding package on the Ecosystem
« on: April 29, 2015, 07:10:32 AM »
Hi Jean,

How is the unity 5 different from the path finding actions that were released a while back. Is there any new special features?

So I get it from the Eco system? Reason I ask is that my version of the proxy UI does not have mouse enter options.

Playmaker Help / Re: Line Render Positions
« on: April 20, 2015, 02:16:37 PM »
Why does your Raycast 2 not the same as my Raycast 2?

Where do i get the one you have?

Playmaker Help / Re: best action to move a bullet at high speed ?
« on: April 19, 2015, 07:15:30 PM »
Regarding the bullet through paper issue...

The problem lies in the way the object is moved and the collisions are detected. If a wall is 1 unit thick but a projectile is moving at 3 units per frame then it is very likely to be seen on Frame 1 on one side of the object, then when the position for it is calculated on Frame 2 it is already on the other side of the object and never registers a collision on the wall because it literally never collided with it. The 'speed' is how many units per second something moves and movement is just a change of position so this is a fundamental problem where the two objects never collided and therefore don't register a collision.

One fix that is cheap is to make the collider longer. This can work, but is awkward to work with sometimes. It makes it so that when the situation above does occur, the collider tail is long enough to touch the object that it passed through. This can make all of your collision data unreliable because the projectile would be registering a hit from the other side of the object it passed through.

I generally fix this by Raycasting from the last position to the current position every frame.... If the raycast hits anything then I know that it went 'through' something and I just stop it there and register the hit. This works fine for objects that are traveling very fast but can still be seen... however this can eventually get costly with all the raycasting happening on top of the regular projectile calcs..

If your objects are going super fast and cannot be seen then there is no reason to spawn something physically visible. The best solution is to just raycast from the barrel, forward... This is completely reliable and best for instant hit type things like actual bullets that are obviously going to fast to be observed. You can draw a line renderer or trail for these and see the effect of the projectile and it is common practice to do that.

Is there a place th at shows how to draw using aline or trail render? I know how to get the ray casting working. but i just need visual feed back like a trail to give it a cool effect.

Playmaker Help / Re: best action to move a bullet at high speed ?
« on: April 19, 2015, 02:25:36 PM »
I am too running to collision problems, sadly I spend hours and hours trying to find a "fix ; but at high speeds the object do go through object collsions.

What I did that kinda works is make the billet object trigger collision bigger. It helps some what, BUT it can be to big that it will collide with other objects that it touches.

Ray casting is really a solid way on making bullets hit their target dead on with no issue. Only thing is I have no idea how to make bullet particles spawn and fly along the ray cast.

Work In Progress... / Re: WIP 2D platformer game.
« on: April 07, 2015, 06:20:57 PM »
its looking good man

Work In Progress... / Re: New Era: Mechanized Comabt, WIP Indie Title
« on: April 07, 2015, 08:23:56 AM »
Thanks for the tips. I the game is targeted towards the younger folks, and not planing on making it a rated M game, that's for sure.

I do have a web site but as this point I don't believe the project is good enough to post things on to the web site till something more solid is made.

As for the "story" it won't be Metal Gear quality type of story. It will feature something to process the campiagn and give a reason why you are attacking the other side.

One idea I have is a second ice age took place and the northern part if earth is now frozen with the human population dropped because of it, and now with what's left people fight over warmer land, and for their own greed.

I do hope to male this game the best I can. Like you said, I'm not looking to make the next BF4 or even Mech Warrior Online quality game. I am looking to make a game decent enough so people can enjoy.

I will keep this post up to date with more progress.

As for a web play I don't k ow how that will work if my assets are being made for a entery level to high end PC in mind. The build itself is about 197MB big if I can remeber, but I'll look into how to deploy a web player. Maybe I can cut out the menu and load out screen and just have the demo level load and a quick screen to pick your mech.
Well again thanks man. Hope you and everyone else will like the progress I'll make for the project.

Work In Progress... / New Era: Mechanized Comabt, WIP Indie Title
« on: April 06, 2015, 09:03:46 PM »
Hey guys, finally I think it’s time to show some work in progress of my project called “New Era: Mechanized Combat” (NE:MC/ New Era). I been working on the project for a year now. Most of the time been learning Playmaker, and I’m glad to say that the project is 99% made using Playmaker. I am only using one script that is custom made in C#.

New Era is a mech combat game putting it short. you pilot a number of mechs to complete your missions throughout a single player campaign. The game will have a story behind it which is still being worked on. Right now I am working on making all the mechanics for the game before I get start with levels and objectives.

I do have plans for the future for this game if gets popular enough to justify a next game. Right now with my skill level, and the amount of time I have (my wife and I are expecting a baby); the game WILL be limited in what features it will have, but I will do my best in adding as much features as I can to the game. Over all I am looking to release this game on PC ( Windows) Stand alone, and if possible Mac OS, and Linux

Well Here 2 screenshots of the game’s Mech Hanger/ Loadout Screen. Right now I am using Unity 5. The new UI tools are very useful, and really easy to use. I will take more screenshots of the game and upload them soon, and make a video.

Besides screenshots, and videos I did make a very early build of the game as a small sneak peek of the project early stages. As stated before I am looking to make this game on Windows stand alone, so a web player is not possible because I am not developing for a web platform, so you will need to download the game and run it. 16:9 is the recommended aspect ratio in full screen.

Hope you everyone enjoys. Let me know what you think.

Fox Delta Games.


Game build download link

Feature Requests / Categorize Global varibles
« on: March 20, 2015, 11:15:30 AM »
So I been using PkayMaker for over a year. I love everything about it.

I was wondering if you can make a system that allows Global Variables to be categorize in any number of list.

For example in my project I use global variables for the whole level such as the player health, the player object.

I do have some game object that also uses a few global variables to make things work, but its coming to a point that the global variable list is getting to unorganized. So allowing us to put global variables in lists so we can liable these list to keep things organized.

Thanks guys.

Action Requests / Re: Rain AI (INDIE)
« on: March 17, 2015, 02:04:34 PM »

 Running late on this, I should have started early july on this.. :)



Even though I bought playmaker for full price ($95) I love the plugin so much I am willing to donate some more to continue the R&D

Is there a way to do this?

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