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Author Topic: omgitstri's prototype [Updated 2017.12.12]  (Read 1739 times)

omgitstri

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omgitstri's prototype [Updated 2017.12.12]
« on: November 21, 2017, 05:41:36 PM »
Hello!

I've been using playmakers for a few years now and I never really posted anything and my coworker ended up convincing me to start sharing my works so I'd like to share some of the prototypes I've made using playmaker. Comments and feedbacks are greatly appreciated  ;D

Merged Prototype:


AI First Pass:
  • Steal from environment (green mesh)
  • Use resource to build city in pre-defined locations


(WIP) Builder - The idea of the prototype is to be able to create buildings quickly with friendly UX:



Character Rig is provided by FRANCISCO CERCHIARA MONTERO

Prototype 1: You are what you eat - You play as an alien whose spaceship crashes on earth, your goal is to go back to your spaceship without being spot by scientists. You have 1 ability which is to transform into any objects but there's a catch... you have to eat the object before you can turn into it.

Update 2017.12.12:
  • Removed the color prototype, since the merged version have both the builder and the color absorption
  • Added a first pass for AI in this prototype
« Last Edit: December 12, 2017, 04:37:51 PM by omgitstri »
Tri Nguyen
Game Designer at Nvizzio Creations

djaydino

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Re: omgitstri's prototype
« Reply #1 on: November 21, 2017, 05:46:53 PM »
Hi,
Some Cool stuff!

Maybe a sneak peak on how you set some of your fsms? :D

omgitstri

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Re: omgitstri's prototype
« Reply #2 on: November 21, 2017, 05:49:34 PM »
Hello djaydino,

Sure I'll provide some screenshots soon. Don't expect them to be too soon though I tend to procrastinate  :P
Tri Nguyen
Game Designer at Nvizzio Creations

omgitstri

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Re: omgitstri's prototype
« Reply #3 on: November 22, 2017, 08:57:40 AM »
Hi,
Some Cool stuff!

Maybe a sneak peak on how you set some of your fsms? :D

Here's a screenshot of the builder's FSM
The order of the FSM goes from Left to Right, Top to Bottom.
1. The initial setup for the FSM
2. Update the variable for building the tiles
3. Add all the position into an array
4. Spawn the tiles one by one using Array List Get Next

Tri Nguyen
Game Designer at Nvizzio Creations

djaydino

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Re: omgitstri's prototype
« Reply #4 on: November 23, 2017, 01:46:26 AM »
Hi,
Nice and clean setup :)
How are you jumping to the states (usually done with global transitions) ?

omgitstri

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Re: omgitstri's prototype
« Reply #5 on: November 23, 2017, 08:42:28 AM »
Hi,
Nice and clean setup :)
How are you jumping to the states (usually done with global transitions) ?

Initially I was using regular transitions but the FSM got too messy and I switched to using the action 'Go To State By Name'.
Tri Nguyen
Game Designer at Nvizzio Creations

jeanfabre

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Re: omgitstri's prototype [Updated 2017.11.28]
« Reply #6 on: December 04, 2017, 12:26:29 AM »
Hi,

 cool, Tweeted about this: https://twitter.com/JeanAtPlayMaker/status/937583653831544832

 did not found a twitter account and wasn't sure if I could reference your studio, so I left it as is, let me know if you have a twitter account.

 Bye,

 Jean

omgitstri

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Re: omgitstri's prototype [Updated 2017.11.28]
« Reply #7 on: December 04, 2017, 10:45:03 AM »
Hi,

 cool, Tweeted about this: https://twitter.com/JeanAtPlayMaker/status/937583653831544832

 did not found a twitter account and wasn't sure if I could reference your studio, so I left it as is, let me know if you have a twitter account.

 Bye,

 Jean

Thank you so much jeanfabre!
My twitter account is @omgitstri, I don't know much about twitter but I'll start using it.
Tri Nguyen
Game Designer at Nvizzio Creations

shinodan

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Re: omgitstri's prototype [Updated 2017.12.4]
« Reply #8 on: December 05, 2017, 02:11:57 AM »
Wow that looks like such a cool engine, You have a really cool nice clean mechanic to build and the graphics are that fun going clean nintento-esque way. (Sorry if that offends, somebody said my game looked like super Mario once and i wasn't happy :P )

Kudo's to you sir, definitely worth the share :D

craigz

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Re: omgitstri's prototype [Updated 2017.12.4]
« Reply #9 on: December 12, 2017, 04:17:51 PM »
Ahh! :D Super cool looking Tri! :D

I hope you keep posting more, I'm pretty fascinated by this :)

Could I ask how you're doing the grid selection? And then building everything inside of them?

:D

-craigz

omgitstri

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Re: omgitstri's prototype [Updated 2017.12.4]
« Reply #10 on: December 12, 2017, 05:00:18 PM »
Ahh! :D Super cool looking Tri! :D

I hope you keep posting more, I'm pretty fascinated by this :)

Could I ask how you're doing the grid selection? And then building everything inside of them?

:D

-craigz

Hello craigz,

Here's a small summary to answer your question.

Could I ask how you're doing the grid selection?
Requirements: Vector3, 3 floats variables
Actions: Mouse Pick, Get Vector3 XYZ, Set Vector3, Float Round to Nearest
Summary: Basically I set it so that when I use the mouse click the first time, I take the pick location as a Vector3, after that I break it down into float values for the X, Y, and Z axis, afterward I reassign it to the first vector variable. From there if you want to keep that value then you just have to use another v3 variable and save it.

And then building everything inside of them?

Requirement: Array List, A lot of math.
Actions: Mostly just Create Advanced Game Object
Summary: This is actually quite complex so I'll try my best to explain it, I'll just explain how I got the Floor to work and the rest is just an expansion of it.

First you need to prepare the Tile Prefab. I use a square and made sure that the pivot point is at the corner of the square.

Then you need to do a lot of math... so using the grid picking FSM I made, I managed to find out the Volume of the area that I picked (Pick the first v3 and then add it to the second v3 and get the volume, I used an Absolute value here incase the vectors are negative)

So knowing the volume will help me get the size of each of the side of the "Building", let's use 3x3 in this case (Since I'm only going to explain about the floor, we don't need the third value)

I set up a Manager object which calculate how many tiles i can fit in a 3x3 and then with Array List, I save out all the positions that the tile can go.

For example, the first tile will be at 0,0
The next one will be 1,0. Then 2,0. Then the x axis resets and I add 1 to the y axis. so 0,1 1,1 2,1 and it goes on until i get all the Transform position.

After that it's the easy part:
  • Create empty gameobject at picked location, renamed it to "Group"
  • Create Tile Prefab as a child object of "Group"
  • Use get next arraylist action to get the Transform and set it to the tile
  • Repeat until I instantiated all tiles

If you are interested, I added my very first flowchart that I made for this prototype, it has some mistake in them but it is the general flow of how I made this builder.
https://sites.google.com/view/omgitstri/prototypes/wip-builder?authuser=0
« Last Edit: December 12, 2017, 05:10:40 PM by omgitstri »
Tri Nguyen
Game Designer at Nvizzio Creations