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Messages - serenefox

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Playmaker Help / Re: Add force in custom direction while rotating?
« on: November 01, 2015, 09:02:33 AM »
Hi dudebxl,

I found that post before and tried what you said but the part where I use the Vector3 to add force doesn't work properly. The vector3 is usually a low number and doesn't add enough force. I would also like to add a consistent amount of force to the ball every time I press the button instead of the vector3 value which is just the direction and is always different values because of it.

Playmaker Help / [SOLVED]Add force in custom direction while rotating?
« on: October 30, 2015, 11:02:45 PM »
Hello Playmaker community!

I have been trying to figure this out for a while now and I am stumped.

I have a roll-a-ball type of game and I am using accelerometer input from a mobile device for the controls, that part is working fine. The problem I am having is I want to be able to press a button to give the ball a boost in the direction the ball is currently rotating.

I have tried plenty of actions and even custom ones to get this figured out but I keep coming back to the part of adding impulse force to the ball in the current direction it is heading. I can't figure out how to do it. I can get the direction the ball is heading but I can't get the boost to go in that direction by a set impulse force.

Any help would be greatly appreciated.

iOS Help / Creating wind with add force and input touches
« on: October 01, 2015, 07:03:47 PM »

If anyone could help me out with this I would be very grateful.

I am trying to take a "swipe" direction and apply force in the direction of the swipe on a game object. The game object is supposed to be simulating a feather like object (I am also using a quad as a mesh for testing purposes with a rigid body). I have the "input touches" plugin and the associated playmaker actions. Here is basically what I keep coming back too:

I have the first state as a listener waiting for the "swipe" input, I captured the following variables:


Then I think I have to find the magnitude(I believe) from the speed and duration(or the start and end of the swipe, not sure) but I can't figure out how. Even if I did how would I apply force in the specific direction based on the direction values with the speed of the swipe?

So I have been trying to do this pretty much all day with little luck. As you can see I am at a loss. I am trying to basically move the game object as if it were a feather and the finger was wind force pushing it. I am working in the X and Y axis as if it were a 2d game for unrelated reasons but I'm not sure that is an issue. But it's 3d.

Any tips?

iOS Help / Re: iOS Game Controller Questions
« on: September 25, 2015, 11:51:14 AM »
Thanks for the answer Jean. Thats good to know  :) Now I just have to find the second questions answer.

iOS Help / iOS Game Controller Questions
« on: September 24, 2015, 03:29:16 PM »
I have a couple of questions about the iOS game controller support if anyone knows the answers.

1.a. If I use the playmaker iOS controller package does it conflict with any android controller features? For instance if I import the iOS controller support package and then move over to port the game to android after, do the actions cause any conflict or can I leave them in there?

1.b. Is the package supported in Unity 5?

2. (not playmaker related but I thought I'd ask)If I support the game controllers, I would be only able to support the extended controller because of the twin joysticks. Would apple allow support of extended controllers only compared to supporting standard as well? From what I have seen the standard versions don't have two joysticks and my game requires two.


Playmaker Help / Re: Shmup Player Ship Controller
« on: September 09, 2015, 06:16:09 PM »
You can increase the "Drag" on the rigidbody component and the ship will stop faster. If that is what you mean it keeps moving after you stop controlling.

User Showcase / Dodge Drop Pop 2 - Free on iOS/Android
« on: June 26, 2015, 01:25:45 PM »

We recently released our newest game made with playmaker. The game is a sequel to our first ever mobile game Dodge Drop Pop(not made with playmaker). You can see the difference between using and not using Playmaker for us between both games.

About Dodge Drop Pop 2:

The game is very challenging, and has four different game modes. All modes are endless and randomized. There are 7 playable characters and on iOS you can even take a picture and play as you!

iOS Link:

Android Link:

Playmaker Help / Re: Call Method Layer Mask Parameter
« on: May 15, 2015, 11:11:48 AM »
Thanks for the reply Lane.

Yeah for what I am doing I need a Layermask parameter. If all else fails I guess I could try to write my player controls in c# without playmaker. If there is a way to do this with playmaker I would still like to know though.

Playmaker Help / Call Method Layer Mask Parameter
« on: May 15, 2015, 02:35:10 AM »

I was wondering if there was any way to get an object variable to be of the type "Layermask". I am using Call Method and one of the parameters on the script is Layermask but i can't seem to find it on the drop down list. I attached an image hopefully it can explain what I am going for.


User Showcase / Armored Theater - 2.5D Tank Arena Shooter
« on: May 05, 2015, 10:37:37 PM »
Hello Playmaker Community,

I would like to share our third game we have created called "Armored Theater". The game is free(to an extent) and was released on Android last week and today on iOS. It is an arena shooter with three different sets of battlefield environments. The survival mode is an endless mode where each level has its own leaderboard. The campaign mode is where you have to win within a certain amount of time to earn stars to unlock certain survival levels.

- 45 fast paced levels(36 campaign, 9 survival)
- Player Tank Customization
- Leaderboards and Achievements
- Destructible Environments
- Simple one-touch controls

iOS version:

Android version:


Congrats on your first iOS release. Have you made a game trailer for it? If not, Im sure it wouldn't be to hard for you with your profession :). Your graphics look great too, very clean feel from what I can see in your screenshots.

iOS Help / Re: iOS Native Restoring purchases?
« on: April 19, 2015, 02:28:37 PM »
Got it!!! It worked perfectly. I will attach the modified script if anyone needs to restore multiple non consumable in app purchases with iOS native version 5.3 or higher with Playmaker.

This was added:

Code: [Select]
using UnionAssets.FLE;
Due to this:

Everywhere there was a "Bought_Product" and "Transaction_Failed" it was replaced with "Transaction_Complete" due to this:

And finally the part of the script that said something like (I can't remember exactly)
Code: [Select]
That was changed to something like:

Code: [Select]
resp.state == iOSResponseKit.state.restored
And I tested this with Unity 4.6.4p2 with the IL2CPP scripting backend and universal build. On an iPad Air 2.

Thanks for the script Jean!

iOS Help / Re: iOS Native Restoring purchases?
« on: April 19, 2015, 01:24:44 PM »
I may have figured it out, I was going through the Android Native documentation (because I decided to make the game for android while I waited) and found a "Notes" section on updating. Long story short the scripts were changed since you made the array maker script for iOS native.

First I had to add a new namespace to the isn array maker script then I got a lot of errors. So I went back and checked for more changes in the documentation.

Second there were a few changes in the Transaction_Complete areas.

I am building out a test now and will report back with the results soon. I will upload the new changed script either way then because I believe it is a step in the right direction.

Note* There was one thing I was uncertain of and I will post the problem if it is one.

iOS Help / Re: iOS Native Restoring purchases?
« on: April 17, 2015, 04:16:12 PM »
As soon as I import the script it gives me this error:

Code: [Select]
Assets/Extensions/IOSNative/Addons/PlayMakerActions/IOS/Billing/ISN_RestorePurchasesInArrayMaker.cs(71,41): error CS0246: The type or namespace name `CEvent' could not be found. Are you missing a using directive or an assembly reference?

Playmaker Help / Re: Health Bar Help
« on: April 16, 2015, 11:40:24 PM »
Are you trying to animate the mask you have to move from left to right or vice vera?  If so I would look at This action or the regular "animate float" might be what you are looking for. Then while you have that working have the same float variable in this action (or the Vector2 equivalent) on the X axis every frame.

As for the health stopping at 0 and above max I would set a condition to where if it hits zero "do something" or if it goes above max, clamp it by using the "float compare" action. Where if its ever greater than say 100 health reset it to 100. So if the player picks up health and it goes to maybe 110, set it to 100 again.

Not too sure if this would work but I wouldn't know unless I see it in front of me.

I would at least suggest one of the GUI systems if you aren't using one already.

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