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Messages - serenefox

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31
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?

Hi,

For the touch controls I used input.touches asset from the asset store:
https://www.assetstore.unity3d.com/en/#!/content/3283

Along with the Playmaker actions available on the Playmaker wiki.

As for the Dual Joysticks I used Control Freak 2:
https://www.assetstore.unity3d.com/en/#!/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.

32
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.

33
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!

34
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.

35
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.

Thanks!

36
Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 23, 2016, 11:43:57 PM »
Thanks!

37
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:

Quote
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.

38
Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 23, 2016, 06:42:06 AM »
Thanks! 

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.

39
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:

https://play.google.com/apps/testing/com.smasters654.dontpopdungeon

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

Here is a fairly recent video of the game I recorded:
https://www.youtube.com/watch?v=NqQPzpr4BD8

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!

40
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.

41
I know this topic is old but, is there anyway to convert the above code to work with 2d physics? I have been trying to do this for 3 hours now with very little luck.

42
Playmaker Help / Dynamic Path finding and Playmaker?
« on: March 06, 2016, 11:42:36 PM »
Hi,

I am using Playmaker and the "Dungen" asset to randomly generate 2D dungeons. I was wondering if anyone knew of a plugin that supports Playmaker and can generate paths at runtime after my dungeon is created. I looked at apex and A* but not sure if it does what I need and in 2d.

Thanks!

43
Playmaker Help / Re: Add force towards tap position help.
« on: March 04, 2016, 12:57:28 AM »
Hi Jean,

Sorry for the trouble, at first I thought it was in screen space(which it was) but I was get weird numbers. It must have been screen pixels I am guessing and I was expecting 0 to 1 numbers. When you posted your response I immediately thought about converting the pixels in the screen space to world space with few actions like get Vector 2 XY then using screen to world point I converted the numbers. I had this in the back of my mind for the past few hours debugging my problem. Here is why I didn't try it until now:

Since I am using this to fire a projectile every half a second I figure all these actions I had would spike the cpu. (I am trying for ios and android.) Will this cause much of a performance spike you think?


Either way, thank you again Jean!

44
Playmaker Help / Re: Add force towards tap position help.
« on: March 04, 2016, 12:33:11 AM »
I think I have this setup right but I have noticed through other tests that the input.touches action "Input Touches Get Position" gets a position way out somewhere in the world space when I tap or click. I feel like it is getting a point in world space base on a different axis. But I am not sure how to fix it.

45
Playmaker Help / Add force towards tap position help.
« on: March 03, 2016, 02:50:57 PM »
Hi,

I am trying to setup a FSM to where when I tap on the screen of a device, a projectile spawns at the player's position and fires toward the screen tap position. I am using input.touches btw.

So far the when I tap the screen, the projectile fires, but it is always toward the top right of the screen. How can I get this to work?

I have attached a picture of my state that handles the direction and the addforce2D.

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