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Messages - djaydino

Pages: 1 ... 144 145 [146] 147 148 ... 192
2176
Playmaker Help / Re: Local High Score List
« on: March 25, 2016, 02:17:01 AM »
Hi,
I did not mean reset literally :)
i Mean that you can set in back to the way it was before so it matches again with the other lines.
 
you can make "last game object" and "last score object" as Globals.
Then you can change the color anywhere it fits to you,
it depends on how your project is set up.

2177
Playmaker Help / Re: Local High Score List
« on: March 24, 2016, 11:24:12 AM »
Hi,
you can reset the highlight when the high score is not showing anymore instead if resetting it before showing the high score.

2178
Hi,
That's strange, normally anything what happens while playing is reset
except things safed / loaded into playerprefs.

2179
Playmaker Help / Re: Local High Score List
« on: March 23, 2016, 11:51:36 PM »
Hi,
It means that it can not find the reference you gave.

Is the action pointing to the right gameObject and is the reference name correct?

2180
Hi,
I Noticed that "reset on exit" are checked on the "Activate Game Object" Actions

This will reset the value when you go to the next state.

the  infinite loop is because of the mouse pick event
it is looping 1000+ times in a single frame between you states when you mouse is over the object, what you can do is add a "Mouse Pick event" instead of the wait 0.1
and set Mouse off

2181
Playmaker Help / Re: Local High Score List
« on: March 23, 2016, 10:38:51 AM »
Hi,
Try using "array list Count"
I made a quick video on how you can set it up :


I might redo the tutorial and add this to it :)

2182
Playmaker Help / Re: Local High Score List
« on: March 22, 2016, 06:12:14 PM »
Hi,
i can't test now, but i think something like this :

When the score and name are saved into the array lists, get the index nr (it should be the last index number)
Then when sorting, add an int compare and compare the index from the sorter to the index that you saved.
When they are equal, let it highlight and after that let it continue sorting.

2183
Playmaker Help / Re: GUI buttons - Performance hit
« on: March 22, 2016, 12:32:36 PM »
Hi,
yes there are. you can get them on the EcoSystem
Search for ugui and get the "U Gui Proxy Full" Package.

2184
Playmaker Help / Re: Error with version 5.4.010b of Unity
« on: March 22, 2016, 12:29:43 PM »
Hi,
Are you using the latest Closed Beta from playmaker? (Playmaker.1.8.1.f1)

If you don't have access to closed beta, pm alex for beta access :)

2185
Playmaker Help / Re: Activate Game Object Weirdness
« on: March 22, 2016, 12:16:44 PM »
Hi,
You Can try to use "Action Sequence " (when in a state, right click on the right side and select it)

And set the ones that disable on top.

If that stil don't work can you send the scene so i can figure out what the problem is?

2186
Playmaker Help / Re: Make Sprite Flash When Hit
« on: March 22, 2016, 04:29:59 AM »
Hi,
a way you could to this is to use a white sprite in front of the original sprite and change the alpha from the white sprite.

2187
Playmaker Help / Re: Make Sprite Flash When Hit
« on: March 22, 2016, 04:23:06 AM »
Hi,
you could use "swap sprite" and swap with none
If you get a white box you can me a blanco sprite and use that.

There are a few different ways that you can do this.
a way you can use is use "action sequence" (right click in the state screen and select it)
then do "swap sprite / wait / swap  sprite / wait / swap  sprite / wait / swap  sprite / wait"

another way is by using the animator.

2188
Playmaker Help / Re: Local High Score List
« on: March 22, 2016, 04:15:51 AM »
Hi,
I am happy for you that you got it to work :)

2189
Playmaker Help / Re: Help with teleporting object
« on: March 22, 2016, 04:13:10 AM »
Hi,
you can store a position by using "get position" and you can "teleport" to a place with "set position"

2190
Playmaker Help / Re: Activate Game Object Weirdness
« on: March 22, 2016, 04:08:45 AM »
Hi,
The actions seem fine but i can't see what the other action are and since the actions are renamed i can not know what the actions are.

Did you try to add a state with a "next frame event" action between those states?

Personally i do not like to change the original action names, i commonly use the description to explain what i do in a certain state so it is easier for me to troubleshoot if there are some bugs. especially when actions reach 1000+
it is better for me to have the original action names.

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