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Author Topic: Spell Fighter (100% made with PlayMaker)  (Read 8943 times)

Kubold

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Spell Fighter (100% made with PlayMaker)
« on: March 02, 2016, 07:29:23 AM »
A short FPP fantasy game for move controllers, in which you can swordfight skeletons and cast spells by really speaking to the microphone. For Oculus Rift.

Check it out, not a single script, everything in PlayMaker.

Video: https://www.youtube.com/watch?v=KHkyVOc3nrg&feature=youtu.be



The game is free to download from my site.


Kubold
www.kubold.com

LogLady

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #1 on: March 02, 2016, 10:11:38 AM »
Loved it!

Alex Chouls

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #2 on: March 04, 2016, 02:36:16 PM »
Very cool!

rik

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #3 on: March 05, 2016, 02:08:25 PM »
how you can pick objects in game i think final ik have this feature do you use final ik or unity built in ?
and also how you can process audio for commands i know one plugin was available in asset store but i dont know if playmaker actions are available for use

rik

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #4 on: March 05, 2016, 02:09:55 PM »
game was really well built  8)

Kubold

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #5 on: March 13, 2016, 01:28:00 PM »
Grabbing objects solved like this:

1. Hand objects have trigger colliders.
2. Pickable objects are tagged "Pickable"
3. On hand trigger stay with Pickable, we check if grab button is down (pressed)
4. If it is, we parent the pickable object to the hand and set it to kinematic
5. If the grab button is up (released), we get the velocity vector of the hand GameObject, we unparent the pickable object, set it to non-kinematic and we Add Force using the velocity of hand object we just got. We can also check the delta rotation and add Torque to the object using it.

I also tried Unity built in constraints, I tried Rigid Body move position Action, I tried setting object to non-kinematic while parented and setting their velocity to local 0 every frame and I also tried drag rigid body with GameObject... Those solutions worked well if I was stationary (not walking). Moving around on the level always caused jitter on the held rigid body object.


Btw. I just ported it to Vive (again, just with PlayMaker basic Actions, no scripting - but any real programmer would probably facepalm if they knew how I did it... ;)) - and now it's just awesome, becasue the tracking is really good.
« Last Edit: March 13, 2016, 01:32:25 PM by Kubold »

xanderhd

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #6 on: March 14, 2016, 06:17:16 PM »
Just tried the game! its pretty awesome!

Im having trouble beating the last room, the enemies keep spawning faster than i can kill them.

Ill give it another go tomorrow

Thanks Kubold!

Kubold

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #7 on: March 14, 2016, 06:40:32 PM »
There is now also a Vive version which pretty much kicks Hydra's ass.


Kazy

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #8 on: March 30, 2016, 10:56:24 PM »
Did you just use the Hydra script hands? How'd you get them to work for the Vive?

Kubold

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #9 on: March 31, 2016, 03:26:08 AM »
Did you just use the Hydra script hands? How'd you get them to work for the Vive?

No, no. Vive uses it's own scripts and hydra uses it's own. Both can be downloaded from Asset Store for free. If you want to have both in one game, you need to pretty much make two versions.
« Last Edit: March 31, 2016, 03:28:27 AM by Kubold »

Landman

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #10 on: April 25, 2016, 04:51:12 PM »
This is excellent! Nice work!!! Wow!

snake377

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #11 on: April 25, 2016, 08:14:09 PM »
Hey Kubold, I played your game with my Vive and it is pretty cool! I think that it is amazing you were able to make this entirely with Playmaker. I am wondering how though??? I don't understand how you were able to get the Trigger button down on the Vive controller, as it doesn't use the Unity Input Manager right? I have been struggling to get Playmaker to play nice with Vive controllers. :/

Kubold

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #12 on: April 26, 2016, 04:42:34 AM »
Here's how you use Vive input with Playmaker. Drums please...!

When you hook up SteamVR plugin to Unity and run the game, you see both controllers 3d models in your viewport. Noticed how the trigger and all the buttnos animate when you push them on the controller? You can get the local position and rotation changes from the button models.

Facepalm, I know. But it works.

SpencerPDX

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Re: Spell Fighter (100% made with PlayMaker)
« Reply #13 on: May 22, 2016, 10:34:03 PM »
A while back I downloaded this game for the Vive, and played it a bit with my kid - awesome work! Just came here to learn how to make the Vive controllers work with Playmaker; pretty inspiring to see you managed a whole game. Thanks for the controller tips!