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Messages - djaydino

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Playmaker Help / Re: unity ads testing
« on: March 04, 2017, 03:01:11 AM »
Did you set your device as test device?

There can be many things wrong, maybe you accidentally changed something.

if you need to test on a device, you can add a text to your canvas and place some "ugui text set text" in the states it should pass,

for example place 1 in the state where 'show ad' is and set the text to "show ad state" then on the next state place 1 with the text "show ad Done" and so on.

if it goes to fast you can add some wait actions.

Share New Actions / Re: Countdown Timer
« on: March 03, 2017, 09:16:22 AM »
Np, Happy to help

General Discussion / Re: Playmaker best practices
« on: March 03, 2017, 02:52:15 AM »
for the 1st link, i disagree for most of it and also many things has changed since he wrote this.
Avoiding globals i do agree, but for that you can use the get/set fsm string/int/float... actions

Also playmaker does not makes scripts more complicated. it's the user who does that.

On the seccond post :
Most are bugs from older versions and are resolved.
BUT you should ALWAYS backup you project whether you use playmaker or not.

Now there are no rules set in stone, just like normal coding.
and what mrminico said is all true :D

Also very Important is to Document/Name/Comment everything you do.
This will help a lot when you need to change things later. (same as in regular scripting)

Also you can find a lot of tutorial videos on the user tutorial wiki page

Arrays is something you really want to learn about if you did not yet.

Playmaker Help / Re: Get Vector Length
« on: March 03, 2017, 02:22:48 AM »
Also you can find many custom actions on the Ecosystem

Playmaker Help / Re: Get Vector Length
« on: March 03, 2017, 02:21:29 AM »
Indeed strange.

What you can do is :

on this part on the code :
Code: [Select]
public class GetVectorLength : FsmStateAction
Change "GetVectorLength" to (for example) "GetVectorLength2"

Then save as.. and save as GetVectorLength2.cs

save it in the PlayMaker Custom Actions/Vector3 folder (if the folders don't exist you can make them :) )

Now it can not be overwritten when you update PM.

I made you a sample and a video how you could do this  :

Android Help / Re: Android FAQ
« on: March 02, 2017, 01:50:17 AM »
Any update for a tool?

Share New Actions / Re: Countdown Timer
« on: March 01, 2017, 04:53:58 PM »
Breakpoints will pause when it reaches that state, but the state it pauses on did not run yet when you unpause it will continue

Did you try also without the countdown actions?

Work In Progress... / Re: Balloonacy Nuked
« on: March 01, 2017, 04:49:19 PM »
Here is a quick gameplay video :

Should i add some music?

Should i add leader-boards?

Any other ideas?

Work In Progress... / Re: Flashing Lights [Steam Greenlit]
« on: March 01, 2017, 12:11:35 PM »
If you need help with something you can always ask :)
I am always on discord but not always on the PM Chanel.

Share New Actions / Re: Countdown Timer
« on: March 01, 2017, 12:05:37 PM »
Can you make a video showing this and the complete error in the console.?

On the player you got Fsm's try adding some breakpoints for testing (right click on a state and select set breakpoint
So you can pinpoint when it happens

Work In Progress... / Re: Flashing Lights [Steam Greenlit]
« on: March 01, 2017, 02:31:43 AM »
and Retweeted  8)

Share New Actions / Re: Countdown Timer
« on: March 01, 2017, 02:28:09 AM »
i made 2 different version for testing, requested by Krillan87

He had an error using this action, when using photon.
Code: [Select]
"Get_realtimeSinceStartup is not allowed to be called during serialization, call it from Awake or Start instead"
In CountdownTimer2 i moved "Get_realtimeSinceStartup" into update with a bool check, but when i use the action on a start state, there is a very small delay :

Original action gets 0, CountdownTimer2 gets 0.003+
Which should be fine in most cases.

I also made a version without the realtime option (CountdownTimerNoRealTime), so you can use that if you don't need realtime.

Realtime is mainly useful like for example, when you use timescale 0 (pausing game)  and you still want the Countdown to continue.

Work In Progress... / Re: Flashing Lights [Steam Greenlit]
« on: February 28, 2017, 04:01:48 PM »

Do you have an early Access release date in mind? :)

Work In Progress... / Balloonacy Nuked
« on: February 26, 2017, 01:21:02 PM »
Balloonacy is a old arcade game on the amiga 500.
My wife used to play it a lot.... so i made it for android/web

But then i added some different gameplay ideas myself so i called it Balloonacy Nuked.
You can try it out here

Here is a video of the original game :

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