playMaker

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] 4 5 ... 152
31
Playmaker Help / Re: Switch String Failed - Nothing Happen
« on: November 18, 2017, 08:08:12 AM »
Hi,
Great! What was the issue?

32
Playmaker Help / Re: Switch String Failed - Nothing Happen
« on: November 17, 2017, 03:08:26 PM »
Hi,
Try setting some breakpoints and enable Debug :



For Example set a breakpoint (right-click on a state header to toggle a breakpoint)
on the state where you go to the next scene, but after you got the name.

Then play the game and when it pauses (@ the break point) look to the get name action and see what value is set to the variable (you can only see it when Debug is enabled)

Here are some nice tips for debugging :


33
Hi,
Just to let you know, jean is off for a couple of days.
I did not follow this issue, it seems you have solved it.
If you still need help let me know.

34
Playmaker Help / Re: Trigger Event Store Collider not working
« on: November 17, 2017, 02:48:42 PM »
Hi,
The error comes from this :

Code: [Select]
var gos = Fsm.GetOwnerDefaultTarget(gameObject);
if (gos == null)
{
Debug.LogWarning("missing gameObject: "+ gos.name);
Finish();
}
It is because gets the game object and if there is no object it will return a null.
Then it says if it is null send a warning that the gameobject is missing.... + the gameobject name.
the last part gives the error because there is no object so it can't get the name.

Anyway, so the trigger action does trigger but it does not store the object somehow.
Have you tried setting breakpoints to see what happens?

If you want i can have a look, save the project somewhere and pm me the link.

35
User Showcase / Re: My first game "Alleys" Mobile Escape Game
« on: November 17, 2017, 10:00:37 AM »
Hi,
It's not 'Bad' but did does enhance the game experience especially when the music fits with the scene.
And it depends what kind of game ofc.

36
Playmaker Help / Re: Using objects as buttons
« on: November 17, 2017, 09:49:34 AM »
Hi,
You can get the "ugui proxy full" from the Ecosystem

or to send an event you can do this :

on the "button component" @ the 'On Click ()' click on +
Then below "Runtime Only" drop in the game object with the fsm that you want to send an event to.

Then Click on "No Function" and select 'PlayMaker FSM/Send Event.
The Below that, place the event name that you want to send.

37
Playmaker Help / Re: Using objects as buttons
« on: November 16, 2017, 03:23:48 PM »
Hi,
Can you give a link to the tutorial?

You can find many tutorials here to get to know playmaker :

https://hutonggames.fogbugz.com/default.asp?W548

http://www.hutonggames.com/tutorials_game_design_with_playmaker.php

38
User Showcase / Re: My first game "Alleys" Mobile Escape Game
« on: November 16, 2017, 11:46:28 AM »
Hi,
nice graphics, game play looks good.
On the video i did not hear any ambient background music, maybe nice to add some :)

39
User Showcase / Re: I have finally finished my game "Duck Duck" iOS
« on: November 16, 2017, 07:10:29 AM »
Hi.
Can you make a game play video :)

40
Playmaker Help / Re: Listening to state changes in FSM
« on: November 16, 2017, 12:18:27 AM »
Hi,
make an fsm somewhere and then use 'Get Fsm State' and point it to the fsm component or Gameobject/fsm name ,store the result and check Every Frame.

In the same state have the action 'String Changed' place the result variable and set a changed event.

In the next state you can send the state name and transition back to the 1st state.

41
General Discussion / Re: Flappy Bird Rotation
« on: November 15, 2017, 05:03:30 PM »
Hi,
i can't test atm, but i think you can use a 'get velocity' to get the vertical velocity.

Try do something like this :

start rotation + velocity rotation (the velocity might need to be multiplied for faster rotation)
Then set bird rotation.

42
Playmaker Help / Re: Trigger Event Store Collider not working
« on: November 15, 2017, 04:54:33 PM »
Hi,
Strange, i can't try in vr but in 2d/3d they are working.

Can you show your fsm/states/actions (video or picture) and anything that could be useful.

also this video might help you with Debugging :


43
Playmaker Help / Re: Check if a game object has an FSM named "Banana"
« on: November 15, 2017, 08:06:55 AM »
Hi,
Get component will get the fsm component but not the fsm name.
So maybe a different way can be used.

I have tested a bit with "get/set fsm" actions, and "send event" actions here is my result.

If the Fsm "Banana" exists it will get the variable if the variable name is available.
If the variable name is not on the fsm, there is no result.

If the Fsm "Banana" does not exists it will check only to the 1st Fsm.
If the variable exists the other fsms are ignored.
If the variable exists it will get the value.


For 'Send event by name' :
If an fsm name is set then it will only send the event to the named fsm.
If fsm name is empty it will send to all fsms (can be helpful is some cases)

same goes for 'Send Event' but you 1st need to select one Fsm to set the Variable and then erase the fsm name.

44
Playmaker Help / Re: Check for sprite value of none
« on: November 15, 2017, 07:35:23 AM »
Hi,
Coding is all about making errors :P
Anytime of the day :)

45
Playmaker Help / Re: Check for sprite value of none
« on: November 14, 2017, 02:38:38 PM »
Hi,
Have you tried :
Code: [Select]
if(SecondImageSprite.Value == null)
if it is a required thing you can use :
Code: [Select]
[RequiredField]above the variable.

Pages: 1 2 [3] 4 5 ... 152