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 4 ... 6
Playmaker Help / Help slowing "Add Torque" based on slope?
« on: February 13, 2017, 06:48:37 PM »

I am building a ball platformer and I am trying to find a way to detect when my sphere is going up or down a slope. I am using "add torque" to move my sphere character and its great but I can basically go up almost vertical slopes with it, which I don't want. I want to slow down the sphere if it is going uphill and speed it up going downhill. I am assuming I am going to have to use raycasting but not sure.

My sphere has a rigidbody and a collider instead of a character controller if that's helpful info.

TL;DR I need a way to detect a slope's value so I can change the speed of my add torque.

Thanks for any info!

Playmaker Help / Snowboarding character controller in Playmaker?
« on: February 12, 2017, 05:06:58 AM »

I am wondering if anyone would have insight as to how to accomplish this. I want to make a snowboarding game but I need to figure out the logic for a snowboarding controller/system.

I want to be able to be able to have a character on a snowboard and to be able to basically stick to the ground unless input for a jump is pressed or if going fairly fast over a bump maybe the character comes off the ground a bit?

I saw the game "Shred it!" on iOS looks kind of like what I am aiming for as they have slight little bumps in their ground mesh just enough for the character to move up/down over them but not come off the ground. Also how would you make a character go down a slope at a steady pace?

Thanks for any insight!

Major update for Don't Pop! Dungeon on both iOS and Android! Added a lot of background/foreground decorations(some interactive), camera shake upon certain events, and made the game run a lot better performance wise. Please check it out and let us know what you think! We are also thinking about adding a story mode.

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: September 20, 2016, 06:45:20 PM »
This thread has been started in user showcase because it is now released!

User Showcase / Don't Pop! Dungeon - Free [iOS/Android] Made with Playmaker
« on: September 20, 2016, 06:43:13 PM »

Hello Playmaker community,

We finally released our game after about 7 months of development. The game runs on about 90% playmaker. The other 10% are other unity asset store assets like behavior designer for some AI, and Input.Touches (which both communicate with Playmaker in some way).

Endless dungeon sets
48 different enemies/bosses
26 playable characters - more on the way!
6 Original Music Tracks

Hidden away deep in a jungle forest lies a mysterious dungeon. Discovered long ago then forgotten, only to be discovered again by the planets new inhabitants. As they explore different areas of the old world. Curiosity gets the best of everyone sooner or later. Soon it becomes a challenge to see who can go the farthest down and grab all the treasure they can possibly find. Dangers around every corner. Join our heroes to become the dungeon's next master.

Enter into the dark abyss in Don't Pop! Dungeon's endless dungeon explorer! Enjoy multiple hours of entertainment! Play up to as many as 25 plus unique characters, each with their own styles and personalities. This is no ordinary dungeon crawler, it is a dungeon flyer! Never go through the same dungeon layout twice as every level will always be different.

Come out on top by picking up 3 different types of power ups. One gives you a shield to deflect most incoming projectiles. Another gives you a magical touch that doubles the gems you pickup. Finally the gem magnet pulls in all gems dropped by navigating the dungeons. You can also receive power ups by spending tokens in between rounds in the power up shop. Along with the power ups, you can also play Mini Games to earn pockets full of gems. Spend your hard earned gems in the main menu on new character possibilities.

Engage in combat with multiple enemies, with crazy and challenging bosses in different dungeon difficulties. Each boss has its own personality and set of skills that will make each encounter one to remember! Be prepared to face them with power ups and quick reflexes to further dive deeper into the mysterious dungeon upon their defeat.

Choose between six different original soundtracks to explore with unlimited dungeon possibilities. Visit the bestiary to see everything you have come across, defeated, and destroyed. Learn close to 50 enemies and their stories as to why they are dwelling deep down in the mysterious dungeon.
Accept the challenge, discover treasure and download today!

iOS App Store Link:

Google Play Store Link:


New Trailer:

Please check it out and let me know what you think.

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: September 19, 2016, 07:32:40 PM »
did you use playmaker's touch controls? or did you get an asset from the store to program the android touch controls?


For the touch controls I used input.touches asset from the asset store:!/content/3283

Along with the Playmaker actions available on the Playmaker wiki.

As for the Dual Joysticks I used Control Freak 2:!/content/11562

Note** for anyone using the control freak 2 asset, make sure you use Unity 5.2.2 or later if you are using unity 5 because there is a conflict with Unity's event system and I had to use a work around.

Both assets were great and easy to use with Playmaker.

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: September 02, 2016, 12:35:55 PM »
Thanks for playing the game! Sorry for the late reply.

I play with the touch controls as well, the game was designed around that. The only reason I added joysticks was because people wanted them and I figured it would be good to have options.

I will look into the shooting but I think it because it might be registering a swipe instead of a tap. The touch mode's shooting is designed to shoot as fast as you can tap, but in some cases I have seen people start to tap fast and accidentally drag really quick causing a swipe, I will have to check into it.

I am aware of the small chest problem. I was debating on leaving it as a fun little thing you could do but if it seems more like a bug I will fix it. It's an easy fix like you mentioned because you're right its there to hit the floor when it spawns.

Thank you for the feedback it is greatly appreciated. Most of the feedback I have been getting is the "it's fun" or "can you add this?" which for the most part is not helpful haha.

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 29, 2016, 07:03:37 PM »
I just uploaded a new version with a lot of fixes and additions. Try it out and let me know!

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 25, 2016, 12:27:01 PM »
That's great to hear!  :) I am working on finishing the game's bestiary then I will upload another version.

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 24, 2016, 02:03:20 PM »
I added a shadow but I couldn't really see it so I added a glow which I can see better but the compression makes it very faint. I attached a screenshot, let me know if you can see it any better. Its a redish orange glow so Im not sure how well it looks.


Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 23, 2016, 11:43:57 PM »

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 23, 2016, 04:33:20 PM »
So when I put the asset in it made the game look pretty good but then I tried the colorblind effect and it seemed to just make the colors more vibrant. Here is what the documentation says:

Daltonize: similar to vibrance but mostly accentuate primary red, green and blue colors to
compensate protanomaly (red deficiency), deuteranomaly (green deficiency) and tritanomaly
(blue deficiency). This effect does not shift color hue hence it won't help completely red,
green or blue color blindness. The effect will vary depending on each subject so this effect
should be enabled on user demand..

Im not sure it would work too well, but I wouldn't know I guess. Do you think this would help in your situation? If so I would gladly put it in I just wanted your input first.

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 23, 2016, 06:42:06 AM »

And I had no idea that many people had that or that it was even a possibility. I might have to look into it more. Thanks for the input  :)

Edit: So I looked more into it and decided to buy the "Beautify" asset from the asset store (it was on sale in the madness sale too  :) ), apparently it has a colorblind full screen effect. Even if it doesn't work I still have an asset that might make the game look better. I am now going to put in a colorblind option in my menu.

Work In Progress... / Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 23, 2016, 01:13:10 AM »
Hello Playmaker community,

I have been working on this game with some friends since the concept in February earlier this year. The game is an endless procedural dungeon runner (or Floater I guess haha). No two dungeon layouts will be the same, well there is a slim chance that it might be but its extremely rare. You basically see how many dungeons you can get through, fighting enemies and bosses.

I used Playmaker primarily for this but I also used a few other plugins like "Dungen" and "Behavior Designer(for some AI)"; "PolyNav" I used as well.

It's close to being done and I have put it in alpha testing on my Google Play account. If anyone wants to try it you can be a tester here:

I recommend a fairly new device to run the game properly too.

Here is a fairly recent video of the game I recorded:

It would be awesome if anyone tried it and told me what they think  :)

It will be available for iOS and Android soon otherwise.

If you find any bugs (which there are some I know) please let me know.

Thanks for your time!

Work In Progress... / Re: Platforming style roll-a-ball game
« on: May 09, 2016, 02:38:00 AM »
Updated with a video in the original post. Feedback is welcome. Update 2.

Pages: 1 [2] 3 4 ... 6