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Messages - KozTheBoss

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Hello to my Playmaker people! My name is Ivana and I'm writing my Master Thesis as a Computer Scientist. Due to the nature of the experiment, I can't give you any specific details on what I am writing about, but suffice it to say that I have built a little game in Unity that I need 150 people to play and then fill out a questionnaire for.

I have tried payed platforms like Crowdflower and AMT where i paid people to play, but out of 20 people I only got 2 responses on the survey and the rest just took my money and left =/

I now count on you, dear gamers! to help me meet my deadline

Thanks in advance!

Ivana :*

Step 1:Go to - download and install the Unity Web Player plugin for your browser (important to install from this link)

Step 2: Open the game web player here:

Step 3: Log in and follow the instructions displayed on the screen

Play the game until completed, or for at least 10 minutes, then fill the survey linked in the game and when done, return here.

Playing the game will require installation of the Unity Web Player Plugin (step 1 - safe)

Share New Actions / Re: Application Open Url
« on: February 25, 2015, 09:42:00 AM »
Exactly what I was looking for! Thanks Jean!

Share New Actions / Re: Draw Line
« on: February 02, 2015, 04:22:55 PM »
This is exactly what I needed and still works ^^ thanks! just had to remember to set the material, otherwise it is invisible!

Great work, thanks :)

PlayMaker Help / Re: Drawing line between 2 objects ala raycast?
« on: February 02, 2015, 04:00:50 PM »
Thanks a ton - and sorry, it's been a while since I've been on this forum so didn't even remember to search first =(


PlayMaker Help / Re: Objects not colliding
« on: February 02, 2015, 03:19:22 PM »
are you using collide event or trigger event?

If you are using trigger event, then the object that is looking for a "trigger enter" needs a collider, and the object it is looking to collide with needs a rigidbody and also a collider.

Double check your objects layers, tags and names :)

PlayMaker Help / [SOLVED] Drawing line between 2 objects ala raycast?
« on: February 02, 2015, 03:16:39 PM »
Hey guys! long time no see! - I am back, and this time with a question about drawing a line between 2 game objects - do any of you know how to do this? I'm looking for something like the "debug line" function, but one that will actually show in the game and not the editor

Thanks in advance!



PlayMaker Help / Re: How to throw an item in 2D
« on: August 04, 2013, 01:18:11 PM »
also, on the object that you are throwing, you should restrict it's movement in the Z axis (if it's a sidescroller you are making) which will make it only move left, right, up and down.

PlayMaker Help / Re: rayCast hit
« on: August 04, 2013, 01:12:35 PM »
State 1: "get button down" action

Set up your shoot button in the input manager. I will just call it shoot for this example

When get button down detects that the shoot button has been pressed, transition into state 2

State 2:
optionally play shoot sound.

optionally create particle muzzle flare at gun

Find out the where the player is aiming (maybe using rotation from camera) and optionally add some degrees randomly to each axis to add some inaccuracy.

Raycast in the direction that you have determined using camera and random inaccuracy.

Mask the raycast to only detect 2 layers: Obstacles and Players (or enemies).

If raycast hits an obstacle, dont do anything and just transition back to state one and listen for shooting again.

If raycast hits an enemy, save the hit object as a variable, and transition to state 3

State 3:
use Send Event action

Target: your hit object variable (the enemy you hit)

Event to send: whatever you have on the enemy that makes it take HP away from itself

Then transition back to state 1 and listen for shoot button again


This is just a VERY basic example that should get you started. You could also add parameters to shooting like every time you shoot, rotate camera up a bit or something to simulate recoil. Anyway, this setup worked for me when i first started

Hope this helped. Good luck


This does indeed sound like it could be solved by simply checking the "every frame" option.

In case you are not familiar with it, the difference between having "every frame" on and off is simple.

With "every frame" OFF, the action in question will be performed ONCE and no more after that, unless you go back to the state again. This is most likely what is happening to you - when the turret enters the "look at player" state, it will get the players position and rotate to it ONCE and then just stay there doing nothing.

When "every frame" is ON, the action in question will perform in every frame, meaning constantly, and will not stop until you exit the state. This will make your turret constantly updating the players position, and rotating to it. If you are using the "finished" transitions, "every frame" also means that the transition will not be called, as the state never really finishes (because it will keep performing your action and never stop), so to move to another state, you could simply use a "send event" action, a "wait" action (if you want to go to another state after a ceartain amount of time) or use any other action like get distance or raycast to trigger transitions.

I hope this helps :) And welcome to playmaker!


User Showcase / Re: Psave Pseudoburger
« on: August 02, 2013, 01:48:40 PM »
this is coming along nicely! What software are you using for modeling and more importantly, rigging and animating? :)

oh, that article looks interesting! I'll give that a read :) Yes, the ultimate outcome of this would be if the animations could work with the system that i have now - though maybe after not shooting for 2-3 seconds, the gun will be put on the character's back, and he will face the direction he is running instead of facing the mouse - and when the player clicks the mouse, he will put the gun in his hands and be ready to shoot in the direction the mouse is pointing, all while movement controls with WASD is relative to the camera angle.

The only difference being that with a controller, the character will rotate to face the direction you are pushing the right stick, instead of facing a point in the world (like the mouse cursor)

For now, I might just continue developing the more important aspects like shooting, AI, the world, crafting, leveling and ALL the other stuff :P and then maybe in a year when I'm at a good point i might be able to hire someone better than me (like jean or alex :P) to work their magic on the animations

My idea was originally inspired by Wasteland 2, actually. I wanted to make a post apocalyptic survival game (because i love the genre), and i thought that wasteland was taking an interesting look at it, using top-down (which isn't very common in the genre tbh) but i wanted to see if i could move away from the turn-based RTS aspect, and make it more real-time combat etc.

As you saw, I also changed the concept of the world to being a frozen wasteland (my idea for the story is that the world was hit by a giant astroid, wiping out most of the population, leaving most of the world behind as a toxic radioactive wasteland. On top of that, the impact knocked the earth out of orbit, moving it further away from the sun, ultimately leading to a huge climate change (maybe even on the brink of a new iceage or something like that)

I have plans for factions, towns, mutants, RPG elements, scavenging, crafting, vehicles & building (placing objects in the world, building your own base etc) I have a pretty big world as it is right now that also needs to be further designed. As a one-man team this is gonna take years probably, but I've promised myself to keep at it as one of many side-projects of mine while i study.

One thing that would be amazing would be if i could get co-op in there, but after trying to work with photon with playmaker, i've been completely scared off. It gave me a bunch of errors in the logs about missing actions etc, and even when that doesn't happen, photon just doesn't make shit sense to me at all lol :P Im too intimidated at this point, but maybe in the future :)

Hi Mark! :)

Thanks for the kind words! I haven't really solved this yet, but your input is very much appriciated as I am not sure how i want the controls to be yet. I want them to feel good, and my first thought was to make it like a twin-stick shooter (the problem is indeed finding a good control scheme for mouse and keyboard). I have considered the problems that would occur with animations the way it is now, but changing it so W walks forward in relation to where the character is looking would feel very weird. Snapping the camera as a sort of 3rd person view isn't really something i would love to do, as it would take away from the top-down feel of the game, and I am not sure how you would control the character's rotation with the mouse then. (edit: I guess that could work, actually. Still use top-down view but parent the camera to the character model, and when moving the mouse left and right it would simply rotate the character controller? hmm, interesting, I will try making this and will update with a build to see if it feels better :)

The idea of having the character face the way you are walking with WASD except when shooting sounds like it could be a great way to do it, except that the rotation would snap as you mentioned when beginning to shoot =/ I am still twisting my brain to try and come up with a system that could make it work without the current top-down twin-stick feel being removed or diminished.

IF i was to keep the current control scheme, What i think could potentially work is if i put box colliders on the movement portion of the character (invisible GO that always faces same way as the camera, this is what has the WASD movements, and the character model is a child of it) one box on each side of it, and I could then raycast forward or backwards or whatever direction from the character model, and detect which box I am hitting and thereby know which way the character is facing compared to the WASD movement, and use that to play the correct animation depending on which way i am moving.

I havent delved too deep into that, was just an idea I had.

If you have any suggestions for a solution, or for another control scheme that could work, please let me know :) (I had planned on adding controller support, so it would have to work similarly to a controller-operated twin-stick shooter where left stick controls movement according to camera angle, and right stick controls rotation)

thanks again!


PlayMaker Help / Re: Animation problems
« on: August 01, 2013, 04:35:02 PM »
Yes, the states are set up correctly. However on your input setup, you need to be able to go back to idle state when you let go of the key, right? Use a "get key up" action and use that to move back to idle state in both left and right. with your current input setup, you can not switch from walking LEFT to walking RIGHT either, before you let go of the LEFT key. I suggest connecting the LEFT and RIGHT states aswell, and also listening for key input to change direction there.

What i mean is in your left state you will listen for button RIGHT and if buttong RIGHT is pressed you will go to the RIGHT state and vice versa.

This makes movement feel better as you can switch between the 2 states without having to go back to idle state first.

Now for the animations - What you have done looks correct. In the left and right states in the INPUT FSM, as i stated in my post above, you should use the SEND EVENT action to send the correct transitions for the left and right animation states in the animations FSM. :)

Here, You should also make a global transition for the idle state so the character can play idle animation when the INPUT FSM is in the idle state aswell using the same method :) Hope this is understandable - If not, let me know and i can make an example for you!


Feature Requests / Re: Disabeling states
« on: July 31, 2013, 07:03:25 AM »
Agree that this would be nice, but until then you could simply just disable the actions within that state, or just remove the transition from that state, effectively disabling or removing it from your FSM as it would not get activated at any point

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