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Messages - serenefox

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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.

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

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.


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!

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.

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

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.

Share New Actions / "Jelly Sprites" Events Bridge?
« on: February 28, 2016, 11:35:07 AM »

I am working with the "Jelly Sprites" plugin from the asset store and I was trying to get their custom events working so they could communicate with my FSMs. I made a "bridge" (I believe that is the correct term) so that could happen. I wanted to share it with anyone who has purchased the Jelly Sprites asset. They use custom trigger and collision events and the regular trigger and collision Playmaker event receivers wont pick them up. Hopefully I did it in an acceptable way(optimization wise). I made it in Unity 5 so I don't know if it will work in previous versions of Unity since the way you type stuff changed.

How to use:

1. Attach this script(JellyScriptFsmEventBridge) to your Jelly Sprite Gameobject.
2. Create any collision/trigger event from their documentation (i.e. "OnJellyCollisionEnter") in your FSM and it will be called upon colliding.

*Optional Variables*

There are two variables which are both optional.

Go Obj: the Game Object with the FSMs you want to send the jelly events to. If null it uses the owner game object.

Collided Go Variable: The variable name in your FSMs that you want to store the object the jelly sprite collided with. The name in this variable slot needs to match the FSM's GameObject variable name for it to set it. If null it will do nothing and just receive the events and not set anything.

Hope someone finds this useful. I wasn't able to test every event but I did a lot of copy and paste and the ones I did test worked great.

Work In Progress... / Re: Platforming style roll-a-ball game
« on: February 10, 2016, 10:32:15 PM »
Remade the first snow level:

Is there anyway to brighten the dark areas with a shader instead of another light? I am targeting mobile and I really just want to use the one directional light. I don't want to bake lighting unless I really have to. Even though I think I might have too. Also the video is a little laggy but it runs great on all devices tested on.

Edit: I have since baked the lighting, looks much better.

Work In Progress... / Re: Platforming style roll-a-ball game
« on: January 31, 2016, 07:38:14 PM »
Hi Jasper,

Thanks for the reply, do you mean the environment colors don't go well with the ball or the environment colors don't go well with each other? Also thanks for the color wheel links I have been looking for that second link for a while now but couldn't seem to find it. Since the video I have started back at square one with that particular level, I was basically just trying to show my chairlift in that one.

Basically the idea I am going for is you (the ball) is a antivirus program that has to manually go in and collect items from different environments or levels in video games to fix a computer.

Work In Progress... / Platforming style roll-a-ball game
« on: January 27, 2016, 09:20:22 PM »
Update 2:

I changed a lot of stuff since the last time I posted, hopefully for the better. The majority of this is done just with playmaker. About 95%. Anyway I haven't had much time to work on it since I am working on another game as well(mainly on the other game). If anyone has feedback based on the video please let me know it would be greatly appreciated.  :D I am going for a classic late 90's type of game style. I am going to redo the health system too to show on the player ball itself.

Update 1:

New snow level progress before baking lighting:

Original Post:

Hello Playmaker community,

I just wanted to share my first real update for my newest game coming for iOS and Android. I have been using Playmaker for almost two years now and with every game, I learn more and more. It's awesome. I wouldn't have gotten this far without Jean though, it doesn't show it in the video but I also have tilt controls with a dynamic camera, and the ball rolls perfectly based on the direction of the camera thanks to Jean's help :D Anyway here is the video update on youtube.

Just finished the chairlift today. I might change a few textures though.

Playmaker Help / Re: Roll-a-Ball Tilt based on dynamic camera forward?
« on: December 14, 2015, 02:31:37 PM »
Just want to bump this again...sorry ;D

Playmaker Help / Re: Roll-a-Ball Tilt based on dynamic camera forward?
« on: December 10, 2015, 03:37:07 PM »
I don't know if it helps but here is a screenshot (attached) of the camera view in it's default view. The ball just goes forward and backward in this view, then when the camera is turned the ball goes diagonally.

Playmaker Help / Re: Roll-a-Ball Tilt based on dynamic camera forward?
« on: December 09, 2015, 08:51:31 AM »
Hi Jean,

I have not tried the script yet, the link was just to try to show what I was trying to do. I do have a question though to see if I did this right.

Here is what I did based on the solution you provided:

1. Get device accelerometer values and store them in a vector3 every frame.
2. Get the camera's X axis with "transform direction" every frame
3. Use a "vector3 operator" to multiply the accelerometer values by the transform direction values every frame.
4. Take the vector3 from that multiply operation and use it in the add torque value every frame.

I tried many different variations as well but this is the one you suggested I believe. All the ball does (even in the default camera view) is move in one axis, based on the camera view but is always a different axis when the camera turns. It's inconsistent.

If we can't get this going it's ok you don't have to do a sample, I already have a joystick working with the camera turn. I can just take the tilt function out. It would be nice to have a tilt but it is not necessary. I know you are very busy and I don't want to bother you with my stuff too.  :)

Playmaker Help / Re: Roll-a-Ball Tilt based on dynamic camera forward?
« on: December 08, 2015, 12:00:46 PM »
I think we are getting closer Jean, but still not there yet. I found a "Unity Answers" question on exactly what I am trying to do.

Here is what I am trying to get:

The last suggestion to provided is still acting weird. I tried a few variations as well but it still didn't work.

Playmaker Help / Re: Roll-a-Ball Tilt based on dynamic camera forward?
« on: December 07, 2015, 10:04:27 PM »

Just wanted to bump this :D

User Showcase / Re: Catball Bounce
« on: December 05, 2015, 12:37:19 PM »
This looks really good! I watched the trailer then decided "why not I need a reason to turn on the android tablet". The graphics look great. I had trouble signing into google play then realized I had to update google play on my end, so I only played a few rounds that registered on the leaderboards.

Anyway the only thing I thought I should say that slightly bothered me is the menu music ended abruptly and went to just sound effects on game start. In my opinion there should be some kind of "in game music", my suggestion would be to lower the menu music on game start but still have it playing in the background during the gameplay. When the game goes back to the menu just set it back to normal. It would keep the overall flow of the game going. Or if you do add different in game music make sure you transition it between the two well.

I feel like your game is something a publisher like "ketchapp" would be interested in publishing if you wanted to go that route. They may take big chunk but the exposure would be worth it if you were having trouble with it.

I did like the way you integrated the ads like crossy road did theirs. Less intrusive.

One more small thing, I went through your tutorial but after a few frames I wanted to  "just play" but there was no "skip" button so I had to go all the way through. I think players will go through your tutorial multiple times if there is a skip button but only once if there isn't(even if they need it).

Overall I liked the game, it was fun and very well designed. I liked the well thought out "meow"/cat related names for the unlockable cats.

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