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Messages - Odd_But_Awesome

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1
Share New Actions / Re: Unity Input System [In Preview] Actions
« on: August 04, 2020, 10:07:48 AM »
It is flickering anytime the joystick (tried both L & R) is not at 0 and is moved around continuously. At 0 it reads a steady 'False' (as it should). Held at any direction at max I get a steady 'True' (as it should). But anytime the stick is in motion the flickering occurs. Like the rotating the stick in circles to all corners at full extents for calibration.

My character seems to be moving smoothly but that could be due to early stages, no optimisation required yet, its just a box. decent PC speed etc.



2
Share New Actions / Re: Unity Input System [In Preview] Actions
« on: August 01, 2020, 05:25:51 AM »
Hi Digitom,

Thanks for taking the time to make those actions.

I was wondering if you had the same experience as myself with the Read Bool Value while using a gamepad (I am using a Logitech F310). It seems to flicker true/false while the joystick is rotated around the extremeties of movement (Bool_Flicker.PNG). Pushing in one direction continuously is fine (the read is solid) but for example - going from full forwards and adding some turn to the sides it flickers all the while the stick is moving.

Cheers
JG


3
Action Requests / Re: Unity's (new) Input System
« on: July 28, 2020, 07:34:05 AM »
Hi @Thore

I tried doing as you listed steps 1-9 Getting Input Directly but it doesn't seem to call the event. Not sure if you can tell from the attached - what am I doing wrong? Or even if my actions will work.

Thanks
JG

4
User Showcase / New Android game: Brass Balls Defense
« on: December 13, 2019, 09:59:53 PM »
Hi all,

Just uploaded my latest all Playmaker game: Brass Balls Defense.

Pretty simple casual action game. Punch and kick balls bouncing at you. Try to get past black belt and a high score. Single player and local 2 player.

Playstore:
https://play.google.com/store/apps/details?id=com.OddButAwesome.SixPD

Ad video:


Would love to hear what people think.

Peace
JG

* You will need a device with OS9 Pie.

5
PlayMaker Help / Re: Basic Crafting system tutorials?
« on: August 27, 2019, 07:13:11 AM »
Hi,

Thanks for the replies.

I will check out the links now.

I have also been meaning to look into arrays. I ve not had an opportunity to use them in a project before.

Cheers! :)

6
PlayMaker Help / Basic Crafting system tutorials?
« on: August 26, 2019, 06:59:31 AM »
Hi all,

Just wondering if anyone knows of any basic crafting tutorials using PM. Or if you have any advice on where to start.

My game has 4-5 materials and around 20-30 recipes.

Thank you.
JG


7
PlayMaker Help / Camera Collision - jumpy camera at closer positions
« on: April 23, 2019, 09:11:12 PM »
Hi all,

Working on a camera collision for a roll a ball game.

Camera in and out seem to work as they should depending on being blocked or not. But an issue exists when the camera is very close it jumps between 2 values rapidly. Adjusting tolerance on the Float compare seemed to help a bit but not completely.

Can anyone help with my current setup? Beside the problem described above can
it be improved otherwise? Should I replace Float Operand subtract with something better/more controllable?


Thank you for taking the time to read.

If someone knows of a tutorial for camera collision using Playmaker (there are heaps of non-PM) please link as I have searched and found nothing helpful to me.

Peace
JG



Notes:
"_LookAtTargetHigh" is an invisible game object floating above the player so the camera center points above the player ball.

"_lookingAtCamera" is a game object centered and following the Player object with a smooth look at camera FSM.

Clamp is based on preferred distances of the camera with tolerance.

8
PlayMaker Help / Re: TPS Camera Collisions
« on: April 23, 2019, 08:25:28 PM »
Hi.

i made 2 actions for it to work properly and i have setup a sample scene.
you can get it from the package below.

Let me know if it works.

Edit : Removed the package due to lack of interest... actions will be available on the Ecosystem



Hi there,

@djaydino

What is the name of these actions please? Or link to package.

I am currently struggling with a 3rd person Playmaker camera collision issue. Zoom in/out works but at closest point camera jutters.

Thanks! :)

9
PlayMaker Help / Re: Wanting speed tile to change player direction
« on: January 14, 2019, 07:03:24 AM »
Hi all,

I am still having challenges with this issue.

I ran a separate test where adding force to a projectile/object that can face in the direction of travel is no problem. But my player is a rolling ball that has no 'facing' direction that would be relevant to how I would like the speed tiles to work.

Rotating then getting world rotation of the tile is all good (02Speedtile01.png), but when trying to apply force on the player in the direction of rotation of the tile Y facing doesn't quite work (02Speedtile02.png). It still shoots off in one of 3 directions (90 degrees up fwd or right).

Am I not understanding what the Vector3 means in the add force?

Thank you for taking the time to read.
 
JG

10
PlayMaker Help / Re: Wanting speed tile to change player direction
« on: January 13, 2019, 12:04:59 AM »
Hi @RobotGoggles

Thanks for the reply.

I think you are right and putting it into 1 FSM sounds like a better idea. I will give that a go.

I should have mentioned the player is a rolling ball so the facing isn't important as the direction of travel.

I will try the get Euler angles as suggested.

Thanks again for your time.

11
ORIGINAL TITLE:Wanting speed tile to change player direction
Sorry changed title to be more accurate. Hope it is less confusing.


Hi all,

Using speed up tiles common in many racing games, I am wanting to not only speed up the player but push the player in the tiles X direction. I can change the speed no problem but the direction is the issue.

The game is to have some floor speed tiles that push the player in a specified direction no matter what angle they approach the tile from. At best I have been able to get only the 90 degrees forwards, straight up and 90 degrees right. I am testing with my tile slightly rotated to the side, enough so that I can tell the player should be pushed in that general direction not at 90 degrees up, down or straight ahead.

See the 3rd pic - the player should be forced along the 2 drawn arrows after crossing over the tile.

As you can see from the screenshots I have a Get Rotation on my speed tile. On the Player I expected to get that (world) rotation and apply a force along that vector.

I am probably doing it all wrong to begin with. Is it that something to do with euler vs quaternion vs rotation?

I appreciate any help.

Thank you for your time.

JG



PICS:
SpeedTile.PNG = setting vars

Player.PNG = getting vars. (should be) setting direction.

PlayerEnteringSpeedTile.PNG = player approaching from screen bottom. red/yellow '>' indicating desired angle of player on exiting tile.

12
PlayMaker Help / Re: Get Force - such a thing for Explosion action?
« on: November 17, 2018, 07:24:11 PM »
Hi @heavygunner

Thanks for taking the time to reply. I saw that vid a while ago in my previous research.

Unfortunately no force readings (insert midichlorians joke here :D).

I am thinking I actually have to place frag pellets on the surface of a sphere and read off those with collisions. This is probably going to chug when there's more than a few explosions on screen which is what I was kind of hoping for.

Cheers
JG

13
PlayMaker Help / Get Force - such a thing for Explosion action?
« on: November 17, 2018, 08:02:05 AM »
Hi all,

Just wondering if people had any suggestions for reading the amount of force exerted onto a building block by the Explosion action.

Think 3D angry birds structures but with bombs.

I have a level made of stacks of blocks dotted about and the player can lay bombs on/close to these stacks to blow them up.

The Explosion action looks great. But I cannot find how to measure the force so I can read the damage taken by a particular block. So the blocks closest lose say 10HP but the ones further only lose say 2 but all blocks may lose 1 HP per bounce off other surfaces eventually being destroyed.

Blowing bits of mesh apart (looks alone) is easy enough but I want to measure the damage for blown apart meshes because this is how the player gets points. More damage = more points.

I could do points per bounce but that would not take into account the initial blast nor how far the block was blown away.

Is explosion the wrong tool? What would be the best approach?

Any suggestions would be most appreciated.

Thank you
JG


Unity 2018.3.0b7
PM1.9.0.p2

14
Thank you @Thore,

I will check it out. I have made some progress I guess. I have enlarged the paddles a bit more (maybe my game can lean towards the ridiculous:)).

Also I am pretty sure this will impact performance but I haven't got to the optimisation stage yet - I read adjusting Project Settings\Physics - Default Solver Iterations sometimes help. Default 6 - I am currently testing at 20 without visible loss of FPS. I still need to get Graphy or something similar running to be more exact. 

It appears (going by feel alone) I am getting a ~50% improvement in the number of balloons that don't go through and/or I can swing just a little bit faster without pass through. But still there are escapees.


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