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 - serenefox

Pages: [1] 2 3 ... 6
1
Thanks! I have a lot of fun playing it and I had fun making it.

2
I've updated Don't Pop! Dungeon to 1.1.8 on Android and iOS, it's still free if anyone here wants to try it. Here are the update notes:

Added Chinese Simplified and Traditional Languages
Added new lighting
Fixed a bug where the character "Mellow" would not be available even after unlocked
Performance improvements in enemy code
Added new unlockable character
Fixed a bug that caused a menu to keep popping up
Added token counter on the main menu
Increased bullet speed
Added new sound effects for Bubbly Character
Balanced enemy health values
Added more gem drops!
Various Bug Fixes
New User Interface Graphics
Touch Controls Overhaul

The game looks so much better than when we first launched. Please let me know what you think?

3
Work In Progress... / Pop! Factory Havoc Feedback
« on: September 05, 2017, 06:38:13 PM »
Hello Playmaker community,

I have been working on this game for about a month on and off, but I feel it doesn't have the certain polish it needs to "make it" as an actual game (even if it is a small scale game). If anyone wants to try it and give me a couple of pointers I'd be grateful. The only thing I can think of is maybe character accessories, but I'm more interested in gameplay advice vs cosmetics. It's not complete yet but the only thing that isn't done is the main menu and the upgrade menu It's on itch.io here: https://serenefoxgames.itch.io/pop-factory-havoc

How to Play: The controls are the left and right arrow keys (or A and D). You basically have to keep your bubble character alive and break the shield lines that the robot characters are using to hold your bubble friends. The game may be released on mobile at some point so that's why there is a slider on there too.



Thanks!

4
General Discussion / Re: Nintendo Switch Support
« on: September 03, 2017, 02:45:43 PM »
I just wanted to bump this because I was wondering the same:

Has any gotten playmaker to compile on the switch?

5
Playmaker Help / Re: Photon Get offline mode status
« on: March 24, 2017, 08:13:16 AM »
Oh ok! Thanks for clearing that up.   :)

6
Playmaker Help / Re: Photon Get offline mode status
« on: March 24, 2017, 05:13:37 AM »
Hey Jean,

Maybe I am doing it wrong. When I am testing the action I just set the offline/online modes in the editor photon settings before running the game, do I have to set it true/false in code or with the action first for it to register?

7
Playmaker Help / Re: Photon Get offline mode status
« on: March 21, 2017, 01:56:51 AM »
Hi Jean,

I did a test to see if I was checking too soon, but the results were the same. If you could let me know when you test it and what the results are on your end that would be awesome thanks.

8
Playmaker Help / Photon Get offline mode status [SOLVED]
« on: March 20, 2017, 10:08:07 AM »
Hi,

I am trying to create an action to "get" if offline mode is active with photon. I duplicated the "set" action and modified it. This is what is have so far:

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("Photon")]
[Tooltip("Gets if the PhotonNetwork is offline or not. Offline mode can be set to re-use your multiplayer code in singleplayer game modes." +
"\n When this is on PhotonNetwork will not create any connections and there is near to " +
"no overhead. Mostly usefull for reusing RPC's and PhotonNetwork.Instantiate")]
//[HelpUrl("https://hutonggames.fogbugz.com/default.asp?W1108")]
public class PhotonNetworkGetOfflineMode : FsmStateAction
{
private bool offlineMode;

[Tooltip("Event to send if the Bool variable is True.")]
public FsmEvent isTrue;

        [Tooltip("Event to send if the Bool variable is False.")]
public FsmEvent isFalse;

public override void Reset()
{
isTrue = null;
isFalse = null;
}

public override void OnEnter()
{
offlineMode = PhotonNetwork.offlineMode;
Fsm.Event(offlineMode ? isTrue : isFalse);
Finish();
}

}
}


It always returns either false or true I can't remember but it just doesn't work anyway. Is there an action or way I can get the status of offline mode. Is this possible? Or is the code above wrong?

9
Thanks for your reply and support jean! I got it to sync the random/procedurally generated dungeon efficiently! I wouldn't have been able to figure it out properly without what you explained.

10
Hi everybody!

So I recently started making my 6th game an I figured it was time I moved into some multiplayer since I purchased the photon PUN+ awhile back and never used it.

So here is my question I am trying to generate a level with a plugin called Dungen. The problem I am having is how to get the spawned pieces to sync across the server.

I thought at first to network instantiate them each with a photon view component but upon doing more research I learned that the method might not be good for performance.

Then I thought about RPCs but when I implemented it the game hit a spike like I have never seen before in the profiler. Can anyone give me some heads up on the best way to do this.

Basically the dungeon gets spawned under a root gameObject as individual prefabs.

Any info would be appreciated.

Thanks

11
Playmaker Help / Re: PlaymakerPhotonProxy ERROR[SOLVED]
« on: March 16, 2017, 11:03:05 PM »
Hi Jean,

Thanks for replying, I am sending you an email to your hutong games email with the  fresh test build now, let me know if you get it. I have also included exact repro steps in the email.

Thanks,
Shane

12
Playmaker Help / Re: PlaymakerPhotonProxy ERROR[SOLVED]
« on: March 16, 2017, 10:49:04 AM »
@jeanfabre

Hi I am now having this error as well. I tried it with a new/fresh project with the same instructions you suggested. I have attached a screenshot of the error with the demo worker scene. It has stopped me from proceeding with my project. Any ideas?

13
Playmaker Help / Spherecast action not returning hit
« on: February 17, 2017, 02:09:30 AM »
Edit:

So I figured out that the spherecast was not working because it started from inside my player(ball) and apparently that does not work since it is starting inside of a collider even if the layermask says not to look at it.

That leaves me with another problem. I figured I could spherecast from above my player in world space to fix it but the action is either from the gameobject or from a position. Is there anyway to make the position a world space offset from my player? (since my player is always rotating)


Original Post:

Hi,

I am using the spherecast action from the ecosystem, but I can't get it to work for some reason. I am trying to cast down from my player(ball) to the ground to check and see if the player is grounded before I jump.

Normally I would use a raycast but if the player is on a slope the raycast sometimes misses even though the player is grounded.

I have it "Return" the the preious state if it doesn't hit anything else send a jump event to continue on. Yet it rarely ever returns a hit. I have attached my settings on the action.

I am thinking maybe I'm not using it right but from the documentation on unity I believe I am.

Any info on how to use it?

Thanks.

14
User Showcase / Re: Spiraloid (100% PlayMaker!)
« on: February 14, 2017, 03:57:15 PM »
Nice! Congratulations on the feature, totally jealous haha.

15
Playmaker Help / Re: Help slowing "Add Torque" based on slope?
« on: February 14, 2017, 02:37:54 AM »
Hi Jean,

I don't want a constant velocity. Let say the ball starts to go uphill, I want to start to slow it down based on the slope of the hill to a certain point. Basically what a character controller does but with a rigidbody and collider instead. I think what you told me in the latter half of your reply is what I was looking for though. I will have time to test and see for sure tomorrow.

Thanks!

Pages: [1] 2 3 ... 6