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Messages - Fat Pug Studio

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1
PlayMaker Help / Re: Move Towards not Working, any Alternatives?
« on: August 25, 2021, 03:49:51 PM »
Try googling something like unity grappling gun and see what pops out on youtube, probably cam find something helpful.

2
PlayMaker Help / Re: Move Towards not Working, any Alternatives?
« on: August 16, 2021, 06:57:56 AM »
I was gonna propose translate, but if you want it physics based, that goes off, as well as rigidbody.moveposition.

Have you tried adding force?

3
General Discussion / Re: Playmaker 2.0 concerns
« on: August 10, 2021, 03:53:05 PM »
I've read this blogpost and I saw some requests in it that might be worth considering.

Quote
Fortunately, I was using Rider, and it has an incredible decompiler. It took some poking around and trial and error, but I managed to build a little wizard that would spit out FSMs based on a template, which sped up their process a lot. Obviously using private external APIs is not super safe, so my second wish for Hutong would be that they provided a public API for assembling FSMs and states via code for automation tasks – with that, we could have something that would parse a marked up text and generate the first pass on an FSM, having the best of both worlds.

Quote
Selecting a tool that will be an integral part of development is a always a bit of a leap of faith. Even though it doesn’t come without it’s problems, Playmaker has allowed me multiple times to enable designers and focus on shipping games instead of maintenance of non-game-specific code. It’s also important to notice that it is a tool that serves a specific purpose: it’s a state-machine based visual scripting editor made to be self contained, and that’s what you’ll get, so you should only use it if that’s what you need; it’s not a behaviour tree system, it’s not engineered towards working with external dependencies, there’s no API for building state machines via code.

Very nice, i'd rather like it without crippling bugs and functioning global variables first :)

4
PlayMaker Help / Re: Check if running on consoles?
« on: August 09, 2021, 03:38:04 AM »
No, since console gamepads can be used on PC. Use Platform Dependent Events.

6
PlayMaker Help / Re: Playmaker fsm not saving when saving scene...
« on: August 05, 2021, 01:00:09 AM »
Why would it limit you in any way? I have thousands od FSM-s per scene.

Tried saving the project too?

7
PlayMaker Bug Reporting / Re: Set Enum action not working properly
« on: August 04, 2021, 09:33:03 AM »
Still happening, as well as with enum switch, making the work with enums USELESS, i have to work with strings.

8
PlayMaker Help / Re: Move Towards not Working, any Alternatives?
« on: August 04, 2021, 01:25:44 AM »
It sounds like some grappling hook mechanic or something, right?

Have you tried move towards with tweening the speed with a custom curve? Might work out ok.

I guess you want a kind of slingshot physics feel without using physics, right?

9
PlayMaker Help / Re: Rotating Issue
« on: August 02, 2021, 02:06:21 PM »
Can you post a screenshot of the FSM? It's not quite clear. Generally, imperfections happen due to float imprecision.

10
Glad to help, shout if you get stuck somewhere, it can be a bit complicated sometimes.

11
You can make whatever you want, there's really not much difference than making a game in pure c#. However, beware of project scope, tycoon game sounds like a lot of years of work for one man.

12
PlayMaker Help / Re: Moving Object to Other Objects Transform
« on: August 01, 2021, 11:43:45 AM »
No, even in code you would have to get property by property. Though you can combine everything into one action easily.

13
I never used smooth save, but i suppose it works the same as playerprefs in that regard. Let's say you have a coin as a pickup. You set a prefs key for it, for example "Coin1PickedUp". It would be a bool, with a default value false. When you pick it up, you will write the value true to that prefs. Mext time you load a scene, before it's created, the coin will get the prefs and bool test it, if it's true, it will get destroyed (or not spawned if you use a spawner for it) if it's false, it will be created or it's renderer enabled or howevwr you want to organize it, but for performance i propose creating spawners instead of coins that will spawn the coins or not depending on the prefs.

If your game starts anew when you quit, reset thise prefs to default before quitting.

14
When you are loading a new scene non-additively, the old scene is not being kept in memory, it's destroyed. If you load a new scene additively, old scene remains in memory. Of course, if you're not managing it properly, you'll fill up the memory and cause a crash.

So, either loading scenes additively with smart memory management (depends entirely on the game) or loading them single (but destroying the old scene) and using save system (player prefs, easy save, smooth save, whatevever) to store data what has been collected or not.

No third option i'm afraid.

15
How are you loading scenes, additively or as a single scene?

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