Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - djaydino

Pages: [1] 2 3 ... 152
Playmaker Help / Re: Player bouncing on top of the ladder
« on: Today at 04:39:04 AM »
Hi, i tested a little and i think this is ok :

i made a sprite from the ladder and placed this above the ladder with a box collider 2d (disabled) and turned off the sprite renderer.

Then on the ladder fsm in the on ladder state i use the custom action Enable Collider 2D to enable the collider and in the wait(Ofll Ladder) state i disable the collider.
And also on the jump fsm on the do jump state i have a Enable Collider 2D to disable the collider.

If you have several ladders drop all the colliders as a child and use Incl Children.

I actually mend to pm if you want me to test the project, i think it is better to share the video here so others can help also.
sharing a project is more delicate so i do not recommend to share in public.

Anyway on 1:10 you have a transition for each button and then use 'Ugui Get Selected game Object'.

You can remove them all and have only one transition (button_Letters for example)
it will still get the selected button.
Then the button names i would set to 0 for a, 1 for b 2 for c and so on.

Then @ 3:00

Make 2 arrays, one for letters and one for animals. like this :

place you sprites in the array (element 0 = a and corresponding animal)

Then in the 1st state, remove the string switch and the transitions.

Then place a convert string to int and place the 'nama_tombol' variable there.
Store the int (name it index for example)

Then use 'array get' and place the Letter array and  int variable (index)
and store the value
Do the same for the animals.

Then use swap sprite with the letter value and animal value

on the next part i am not sure why you have the string switches on Next Alphabet and Next Alphabet 2 (previous) but for this you can again use the int and store this as last button into an int, instead of Get Last Event.

This will make your fsm a lot smaller and easier to read later on if you need to debug.

i hope you can follow a bit :)

But i do not think it will change the loading time much...
There might be issues with large images/sprites
or many single images instead of sliced images.
or a lot of images loaded immediately or some other issues but i can't tell by only looking at the video.

Playmaker Help / Re: how to use Message is que running [help]
« on: November 21, 2017, 05:51:18 PM »
Is this about Photon?

Maybe you can find something about it on their documentation ?

Work In Progress... / Re: omgitstri's prototype
« on: November 21, 2017, 05:46:53 PM »
Some Cool stuff!

Maybe a sneak peak on how you set some of your fsms? :D

Playmaker Help / Re: Need action open website
« on: November 21, 2017, 05:44:42 PM »
I updated and removed the webplayer part as it is not supported anymore by unity.
Can you try redownload it and let me know if it works?

Playmaker Help / Re: Enable Component on Prefab from Instance
« on: November 21, 2017, 05:33:40 PM »
Get/Set Properties are slower as it needs to do more to get what it needs, are limited and you need to use Linker wizard to avoid them to break when you build a game to a platform.

Get/Set Properties and made to use with 3th party component which do not have actions for it.

On the Ecosystem you can find many custom actions/bundles/samples
(like 'Ugui proxy full' for example which is used for the newer unity gui)

So it is best always to look there before using 'Get/Set Properties'
and if you can't find what you need, there is also a action request on the forum where you can request actions you can't find.

Another thing, try to avoid using global variables
They are easier to hack and when you got a lot, it tends to get hard to find what they are for. you can use get/set Fsm actions to get/set variables on/from onther fsms. :)

Also you can find many interesting tutorials on the user tutorial wiki page the get more familiar with playmaker :)

Playmaker Help / Re: Enable Component on Prefab from Instance
« on: November 21, 2017, 12:09:03 PM »
There is an action called "Activate Component" which you can find on the Ecosystem

is your Prefab Space Ship created @ runtime?
If so you can store the object directly within the 'Create Object' action, so you do not need to find it anymore.
If you need to get it from another fsm then you can use "Get Fsm..." actions.

The picture is unclear, but i do think you could reduce the transitions a lot probably by using arrays.

The loading issue lies probably  in (A) as (B) is already loaded and it is loading (A)

But to find the issue, we need more information.

Maybe you can make a video showing you Fsm/States/Actions
Or if you want i can have a look into your project using Collaborate or upload the project and Pm me a link.

'Get axis' and 'Rotate' actions?
And probably check 'Per Second' .

Work In Progress... / Re: Shot Bots
« on: November 21, 2017, 11:45:48 AM »
I know the feeling i had/have many projects that i didn't finished.
But then i did a click in my head (and said to myself for g#*&$*% finish this game already...bad or not bad!)
Now i am picking up my older projects one by one and finish them also.

Also a good thing is to get others involved and not only close friends as they tend not to say the truth about your game.
Those people might give you new ideas, perspectives, tweaks
which fuels your interest again to work on the game(s)

Control Freak 2 looks good indeed and cheap.

Playmaker Help / Re: Player bouncing on top of the ladder
« on: November 21, 2017, 09:42:49 AM »
Maybe some gravity settings  when close to the top.

Can you pm me a sample scene, so i know your setup and can try to find a solution.

Playmaker Help / Re: Animator State Sync issue.
« on: November 21, 2017, 09:32:14 AM »
I guess the video is outdated "to" does not work anymore instead use "->"

But i wonder that you are getting a first cycle, i did not get any cycle for the "between" states when using 'to'

Happy to help, you can find many tutorials on youtube for ugui, and many are useful even they are not used with Playmaker (like scrolling/dropdown/positioning/many more..)

Happy to help :)
btw. are you for hire to make some (animated)graphics?

I do not own an Oculus (yet) so i can't really test and find a solution.
I did try the uGuiVrGazeButton.
Is the gaze point not in position, if so maybe you can adjust the position from it to match.

Also maybe you could tune the position in the 'Gaze' FSM.
on the states "Gaze Enter/Exit Watcher"
Between 'Rect Transform World To Screen Point' and 'Event System Current Ray Cast All'
Do a "vector 3 Add" if you need to deduct you can use the negative sign (-1 for example)

Again i can't test so i am not sure if this would work :)

Pages: [1] 2 3 ... 152