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Author Topic: ArrayMaker Tutorials for All! (5th UP!)  (Read 83622 times)

Rhyuzaky

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #105 on: July 18, 2015, 06:55:55 PM »
The easy save 2 cause error in my Unity.What's happening?

jeanfabre

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #106 on: July 20, 2015, 09:20:47 AM »
Hi,

 can you paste the exact error?

Bye,

 Jean

aisha-khan

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #107 on: July 29, 2015, 03:11:21 AM »
Thank you soooooooo much

Rabagast

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #108 on: August 04, 2015, 07:39:39 AM »
sebaslive:
Do you want to take a look at my High Score Table? I watch your tutorial to make it.
It's at the end of the video. It's some few things I want to do with the High Score. First of all make it possible to have your own name in the list. And also mark your new score with a different color. But I don't know how to do it yet.

The video is in another forum. Here is the link: :)

http://hutonggames.com/playmakerforum/index.php?topic=10878.0
Check out our homepage. http://www.walsberg.no
Or my personal game blog for news about my games. http://retro-tetro.walsberg.no

WseikaW

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #109 on: August 09, 2015, 03:43:58 AM »
Can you do the swap sprite tutorial? Thanks.

I wan random generate and show the number between 0-99 with my custom sprites.


sebaslive

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #110 on: August 10, 2015, 10:05:11 AM »
Hi, I am working on other tutorials but what you could do is make a random int that goes from 0 to 99. Then you compare that int variable to see if it is greater than 10, if not then you have your single digit number that you could get from your array.

If it is greater than 10, then break up your number into two separate ints by converting the int to a string, and use the action Get Substring twice to get the two ints and now convert those two strings into ints. After that you want to get the first int and find the index number of your array and set the first sprite with that index and then set the second sprite to your second int index value that you now have.

So this deals more with the logical side of coding than getting to know array unless you wanted to use a get random array solution. If that were the case then you would want to use a prefill count of 99 and set each item from 0 to 99 using these sprites but you want the code to do the work for you. Lastly, these are just two ways to do it and I am sure there are tons of different ways to accomplish this but I hope this is a good roadmap to getting it done.
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


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Mutajon

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #111 on: September 19, 2015, 02:01:32 AM »
Hello,

I have a specific need, and was wondering if ArrayMaker can help (before I try to wrap my head around how to use it).

I have a very large excel file with different names of famous sport players, organised by sport fields. Each column header is the sport field (e.g. basketball, baseball etc), and under it are all the names of the players from that field.

I need to:
* Get this database into the game
* Upon request, create a new list of, lets say, 40 names (from the entire database)
* The names have to be chosen randomly, and I want to control how many are taken from each sport field (e.g. 10 names from basketball, 12 from soccer etc).
* Display the 40 names from the new list, in a random order (one after the other - WITHOUT repeating the same name twice)
* Preform the last step any number of times (each time with a different random order)

Is this something I will be able to achieve using ArrayMakers functionality?
If not, can anyone point me in the direction of an alternative solution?

Thanks!

sebaslive

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #112 on: September 19, 2015, 12:08:42 PM »
I would suggest lloking at an asset called google fu, there might be an excel version of it but that should solve your import database problem. As for the random values, playmaker can handle that with ease (i've been using it in my own project to name people)
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


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Mutajon

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #113 on: September 20, 2015, 05:40:08 AM »
Hi sebaslive,

Thanks for the reply.
How can playmaker access large arrays and pull data from them?

jeanfabre

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #114 on: September 21, 2015, 04:25:28 AM »
Hi,

 indeed, you'll need a proper database at that point: I suggest the following:

https://www.assetstore.unity3d.com/en/#!/content/3845

echo17 is a very reliable publisher, so it's a safe asset to get.

 Bye,

 Jean

Mutajon

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #115 on: October 06, 2015, 03:46:41 PM »
Hi,  :)

I want to have an array of game objects, each with the ability to cycle through several states.
Then I want to be able to go through each of said objects in the array, and compare their current state to a given one.
How should I go about marking their current state to achieve this? I can of course use different ways (have them change an Int var when they change state, or change a key attribute when they change state). The question is - what parameter will I be able to pull afterwards from each of the gameObjects in the array for doing the comparison (for I do not wish to compare the game object themselves [like is demonstrated in the Simon says tutorial] but their current state...).

Hope I managed to get me point through.
Thanks for any help!

Mutajon

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #116 on: October 08, 2015, 10:44:01 AM »
Is there a way to automatically add a game object + all its children to an array?

Thanks
« Last Edit: October 08, 2015, 11:30:12 AM by Mutajon »

sebaslive

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #117 on: October 08, 2015, 01:40:50 PM »
Hi, you can put all objects into a parent and then use get next child - gameObject store value, next state, add value to array, back to first state until looped.
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


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Mutajon

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #118 on: October 09, 2015, 11:24:59 AM »
Hi, you can put all objects into a parent and then use get next child - gameObject store value, next state, add value to array, back to first state until looped.
Sounds good. Will try it out. Thanks  :)


Btw, performance wise, are there general recommendations regarding:
1. The number of array list proxies on a single game object?
2. The number of items in any given array list?

« Last Edit: October 09, 2015, 11:30:09 AM by Mutajon »

jeanfabre

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Re: ArrayMaker Tutorials for All! (5th UP!)
« Reply #119 on: October 14, 2015, 07:07:12 AM »
Hi,

 Go crazy. I ran tests with 40+ items in array and it's fine. It's not the array content or volume that matters, it's how you owkr with the data when you access it. So if constantly loop trhough everything, everyframe... trouble :) you need to only loop trhough object when really required, and only when data is subject to change.

same with the number of components on a GameObject, it's doesn't matter, but you'll find that it becomes difficult to manage conceptually, while technically, perfs are not affected.

Bye,

 Jean