Playmaker Forum

PlayMaker News => User Showcase => Topic started by: IDontKnow on February 19, 2013, 07:43:06 PM

Title: Psave Pseudoburger
Post by: IDontKnow on February 19, 2013, 07:43:06 PM
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Title: Re: Psave Pseudoburger
Post by: KozTheBoss on March 02, 2013, 08:16:18 AM
hah, this looks pretty funny! did you make the character and animations yourself?
Title: Re: Psave Pseudoburger
Post by: IDontKnow on March 02, 2013, 10:55:22 AM
Yeah, the whole thing's very much a solo project. Except music, I won't be able to do music myself.
Title: Re: Psave Pseudoburger
Post by: Red on March 02, 2013, 03:29:35 PM
I really like the look of the character and how it's shaded/textured!

Looking forward to seeing how this develops!
Title: Re: Psave Pseudoburger
Post by: shinodan on March 13, 2013, 04:57:43 AM
Id be happy to help with the music side of things!

I write songs every other day, heres my soundcloud!

https://soundcloud.com/shinodan


Awesome project, best of luck!
It is a magnificent cube right enough.
Title: Re: Psave Pseudoburger
Post by: Lane on March 13, 2013, 07:12:26 AM
Its a really awesome start, definitely looking forward to updates!
Title: Re: Psave Pseudoburger
Post by: Alex Chouls on March 15, 2013, 09:19:17 PM
Cool art style, and I love point and click adventures. Looking forward to seeing more of this...
Title: Re: Psave Pseudoburger
Post by: IDontKnow on April 04, 2013, 04:44:41 PM
Just a small update this time, changed the navigation system.

Title: Re: Psave Pseudoburger
Post by: IDontKnow on April 11, 2013, 08:22:57 PM
One of the bigger features this time, the inventory system.

Title: Re: Psave Pseudoburger
Post by: Lane on April 11, 2013, 09:03:45 PM
Looks like you'll be putting the SCUMM engine to shame soon!

I'm a big fan of classic P&C adventure games, its really cool to see someone working on one.
Title: Re: Psave Pseudoburger
Post by: IDontKnow on April 15, 2013, 11:41:10 PM
The last 'big' feature, the dialogue system is now functional.

Title: Re: Psave Pseudoburger
Post by: Satrio on April 16, 2013, 09:48:16 AM
This is pretty cool stuff! How do you manage the data for conversations etc? Inside the FSMs or as external files like XML? I am very interested in the ways one can edit, collect data outside of the FSMs and to use inside playmaker.
Title: Re: Psave Pseudoburger
Post by: IDontKnow on April 16, 2013, 10:21:23 AM
Thanks. Right now I'm just using a different Set GUI Text action inside of each state.

Accessing data from external files would be ideal, but I'm afraid it's over my head right now. If I make any progress on that front I'll be sure to post it here.
Title: Re: Psave Pseudoburger
Post by: Flying Robot on April 16, 2013, 11:21:14 AM
Hey you can look into ArrayMaker (https://hutonggames.fogbugz.com/default.asp?W715).

With that in place you can write your conversations as txt file. I use to write in MS Excel and export as comma separated .txt. Then you can import and split the txt into an Array and access the array contents for your in game conversations.
Title: Re: Psave Pseudoburger
Post by: KozTheBoss on April 17, 2013, 04:17:28 AM
hey Zasskaggs! Once again, this looks really cool :) looking forward to seeing this develop!

I am currently working on my graduation project at the academy in copenhagen and im making a top-down dungeon crawler style game, and i need to make a minimalistic inventory system just like yours! My only problem is that i have never looked at arraymaker and im afraid it would take me weeks to get a system in place,

So i am here begging you on my knees, if you could send me your project file so i could have a look at how you manage your inventory for reference to my own?

I would be forever thankful, and for what it's worth, ill credit you in my 70 page report on the project, and in the game itself :)

Best wishes!

-Fred
Title: Re: Psave Pseudoburger
Post by: IDontKnow on April 17, 2013, 04:56:58 PM
@Flying Robot:
I'll look into that, thanks for the tip.  :)

@KozTheBoss
It might take you weeks just to reverse engineer my work.:P

It's worth noting here that there may well be better ways to go about things than the way I did it. I don't have a great deal of experience (yet).

I've put together a quick video that demonstrates my system (hopefully). It has no sound and you'll probably have to pause it in spots but there you go.

If you have any questions or anything feel free to PM me.
Title: Re: Psave Pseudoburger
Post by: KozTheBoss on April 18, 2013, 11:19:07 AM
omg, that is a very detailed video! thank you so much! :)
Title: Re: Psave Pseudoburger
Post by: Satrio on April 24, 2013, 10:21:27 PM
Thanks for posting your video!
Title: Re: Psave Pseudoburger
Post by: IDontKnow on May 14, 2013, 02:23:03 AM
No problem guys, hope you found it useful.

Here's another update:

Title: Re: Psave Pseudoburger
Post by: parallel on May 14, 2013, 10:07:30 AM
Nice camera setup. What's the small box controlling? FOV?
Title: Re: Psave Pseudoburger
Post by: Lane on May 14, 2013, 10:11:31 AM
Thats pretty cool, camera position can be really annoying in games where it is automated like this. I'd love to see how it acts in more complex scenes or places where the player gets closer to the camera or front wall.
Title: Re: Psave Pseudoburger
Post by: IDontKnow on May 14, 2013, 01:43:41 PM
What's the small box controlling? FOV?

The small box controls the range at which the camera will start moving forward into the scene, and the range at which the camera will pull back out of the scene.

The large box controls the maximum range that the camera will move side-to-side.

The front sphere controls the maximum amount that the camera will pull into the room.

The other spheres are just guides to help me see the camera's behaviour during development.

I'd love to see how it acts in more complex scenes or places where the player gets closer to the camera or front wall.

I imagine that I'm going to have to switch between camera types on the fly in order to navigate more complex spaces. In this scene you simply can't walk very close to the front wall, of course that won't work everywhere.
Title: Re: Psave Pseudoburger
Post by: Satrio on May 16, 2013, 03:30:58 PM
I worked on converting Alone in The Dark for the Sega Saturn in 1994 (which never was completed). The cameras there were always the same angles and switched when you left a cameras view. The problem then is to fix the "blindspots" which can be very time consuming and troublesome with 100´s of cameras around. Maybe a combo of both a floating camera and "static" camera techniques...

Will be watching this to see how you solve it!
Title: Re: Psave Pseudoburger
Post by: IDontKnow on May 26, 2013, 12:14:46 AM
Title: Re: Psave Pseudoburger
Post by: jess84 on July 01, 2013, 04:35:56 PM
Wow, thanks for capping and sharing the update videos.

The dialog system and the inventory system are particularly impressive!

I'm new to Unity and PlayMaker, but that's given some inspiration. (and if you ever decide to share the package files for either of those systems, i'll be first in the queue to download!  ;D)
Title: Re: Psave Pseudoburger
Post by: IDontKnow on July 18, 2013, 10:24:05 PM
@jess84: Thanks! I'm glad you find it interesting!  :)
Title: Re: Psave Pseudoburger
Post by: IDontKnow on July 24, 2013, 06:52:11 PM
A new character:
Title: Re: Psave Pseudoburger
Post by: IDontKnow on August 02, 2013, 03:01:19 PM
Another update:
Title: Re: Psave Pseudoburger
Post by: KozTheBoss on August 02, 2013, 04:48:40 PM
this is coming along nicely! What software are you using for modeling and more importantly, rigging and animating? :)
Title: Re: Psave Pseudoburger
Post by: IDontKnow on August 02, 2013, 05:07:35 PM
Thanks man.

I'm using Blender for everything: modeling, rigging, animating, retopo...

The only thing I'm not using Blender for is sculpting the heads. I'm using Sculptris for those.
Title: Re: Psave Pseudoburger
Post by: IDontKnow on August 06, 2013, 04:54:18 PM
Speaking of Sculptris:

(http://i.imgur.com/J7ocDqU.jpg)
Title: Re: Psave Pseudoburger
Post by: IDontKnow on August 21, 2013, 06:57:42 PM
Another update? How about that.

Title: Re: Psave Pseudoburger
Post by: Lane on August 21, 2013, 07:36:24 PM
(http://www.the-tshirts.com/wp-content/uploads/images/340/Charlie-Sheen-Winning-TShirts.jpg)

Really impressed with your updates and progress, keep going!
Title: Re: Psave Pseudoburger
Post by: escpodgames on August 22, 2013, 12:27:26 AM
Just saw this for the first time, really nice work!
Title: Re: Psave Pseudoburger
Post by: IDontKnow on September 05, 2013, 09:45:29 PM
@Lane and LampRabbit: Thanks!

Title: Re: Psave Pseudoburger
Post by: parallel on September 06, 2013, 04:51:44 AM
Digging your updates zaskaggs. Are you just working the ordinary GUI or are you using some other package?
Title: Re: Psave Pseudoburger
Post by: IDontKnow on September 06, 2013, 09:42:20 AM
Are you just working the ordinary GUI or are you using some other package?

I'm just using Unity's default UI system. It's not the most convenient method but it is the cheapest. :)
Title: Re: Psave Pseudoburger
Post by: NetGhost03 on September 08, 2013, 08:05:42 AM
It's really impressing.
You're animations are cool, are you using unity's mecanim?
Title: Re: Psave Pseudoburger
Post by: IDontKnow on September 08, 2013, 11:45:58 AM
You're animations are cool, are you using unity's mecanim?

Thanks! I'm actually using the legacy system for now. I might look into Mecanim in the future though.
Title: Re: Psave Pseudoburger
Post by: jess84 on September 21, 2013, 06:39:29 PM
I was wondering, how / what actions did you use for the dialog system so that the dialog appears over your main character's head? Are you creating a child object on him?

And for the NPC (the talking sphere), how are you getting the text to appear above the sphere regardless of where it is on the screen due to player movement?

Thanks,
Title: Re: Psave Pseudoburger
Post by: IDontKnow on September 21, 2013, 10:40:53 PM
@jess84: The answer is actually the same in both instances.

What I do is create an empty for each character that rests just above their respective heads. I then get the position of this empty every frame using 'Get Position', transform that vector3 into Screen X and Y positions using a 'World To Screen Point' action and use 'Set Position' to set these values to the X and Y positions of the speech bubble (which fundamentally is just a GUI Text object).

I actually get and set the X and Y positions in separate FSMs so that I can continuously check their positions against margins I've defined and lock them in place if they get too close to the edge of the screen. This way the speech bubble never goes off the screen.

Hope that helped.
Title: Re: Psave Pseudoburger
Post by: jess84 on September 22, 2013, 08:43:50 AM
Thanks, that's really useful information.  I was kinda guessing that's how it was going to be done, but after a quick test, it didn't work.

I seem to be replicating what you've done, but encounter the following problem...

It's setting the values of my Vector3 (e.g. world object at -6,1,0 becomes something like 220,200,12), I create a GUI object, but it's way off-screen. How do you translate the value to be screen relevant position like a 0.5,0.5,0 ?
Title: Re: Psave Pseudoburger
Post by: IDontKnow on September 22, 2013, 09:08:41 AM
It's setting the values of my Vector3 (e.g. world object at -6,1,0 becomes something like 220,200,12), I create a GUI object, but it's way off-screen. How do you translate the value to be screen relevant position like a 0.5,0.5,0 ?

On the 'World To Screen Point' action there's a checkbox called 'Normalize'.  If you check this it'll break down the vector3 into usable screen coordinates. By default it's unchecked, so it gives you the screen location of the object in terms of pixels, which isn't likely what you're after here.
Title: Re: Psave Pseudoburger
Post by: jess84 on September 22, 2013, 04:29:09 PM
Ah, normalize. I wouldn't have guessed that's what it did  :)

I seem to have moved further away from it working after my attempts to get it working though.

Is there any chance you could list exactly which actions are used, and what the perameters are? I'd getting a little confused between the Vector3's that I'm saving to, and calling.  (think of it as explaining to a small child  :))
Title: Re: Psave Pseudoburger
Post by: IDontKnow on September 25, 2013, 12:33:09 AM
Instead of typing up a pretty long-winded explanation I decided to throw together a simple example (attached).
Title: Re: Psave Pseudoburger
Post by: jess84 on September 25, 2013, 08:41:57 AM
That is awesome.

Thanks so much!  :)
Title: Re: Psave Pseudoburger
Post by: Lane on May 17, 2014, 10:08:46 AM
Hey man, just curious if you were still working on this =)
Title: Re: Psave Pseudoburger
Post by: IDontKnow on June 22, 2014, 07:04:28 AM
I am indeed!  :) An unfortunate combination of factors has slowed me down considerably. I do expect to start uploading videos and stuff again in the next month or two though.