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Messages - marvoc

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1
User Showcase / my last build of alien shooter - Shoot 'em up
« on: October 24, 2020, 04:27:59 PM »
Hi all,
I'd like to ask you if someone would like to test my last prototype or if you have any tips where to get some feedbacks on it?

Here you can download build
https://drive.google.com/file/d/1nWKGblNvjhBa_QHOvDtY-odL6ygFYcYd/view

and here is help as well
https://miro.com/app/board/o9J_kxWqqOc=/?moveToWidget=3074457346736299005&cot=12


Btw. here is short video of gameplay to know what Im talking about (but it hasn't best quality).


Thank you for any feedback :)

Martin

2
General Discussion / Navmesh agent different shape
« on: August 10, 2020, 09:09:16 AM »
Hi,
 I have a questions about issue what I have about cylinder shape of navmesh agent. I'd like to change it, because I have a tank, what has  a rectangle base.
I can do navmesh agent shape bigger, but then, on sides, everything collide before to hit mesh, or if it is smaller, then it intersect with other models at front and back side.

Any ideas?

3
Action Requests / Re: Limit Look at Rotation[SOLVED]
« on: November 29, 2019, 05:15:19 PM »
Hi,
 sorry for my delay, now I've checked and looks nice ;)
Thanks a have a nice day

Martin

4
PlayMaker Help / Re: Keep unit inside area
« on: September 20, 2019, 04:29:48 PM »
Yes so it was because I used Translate instead of Set Velocity which is for physic objects.
Now its working, thanks :)

5
PlayMaker Help / Re: Keep unit inside area
« on: September 19, 2019, 02:19:10 AM »
Hi,
 as you mentioned, now I have colliders as camera children with collision layer. But in this case I should have tag for each plane different. Like top/bottom/right and left to recognize which direction should be stopped.

Yes my player unit has Rigidbody, but I tried with "no kinematic" and colliders arent triggers. When I hitted wall the player start to rotate (maybe because of this, then moves to wierd directions).

I though that to setup player with rigidbody would be easy, or I miss something important :)

Btw. I read about Rigidbody, is better to use for movement rigidbody.velocity, but Im using translate only.

6
PlayMaker Help / Re: Keep unit inside area
« on: September 18, 2019, 10:56:00 AM »
Ahh sorry, now should work. Yes for nextime Ill try to use something else :)

7
PlayMaker Help / Keep unit inside area [SOLVED]
« on: September 18, 2019, 08:02:15 AM »
Hello again:)
Im fighting with an issue, how to keep player unit inside area. But in this case this inner space has cone like shape. And unit can be near to the top or bottom. Because shape is 4side cone, dimensions are different in term of height too. Smaller area on top larger at bottom. Here is picture:

https://drive.google.com/file/d/1X2OGJxhjaC3ofaxM2dZ3w3TIwy-MMfka/view?usp=drivesdk

You can see it on middle picture.
In pic.2 you can see that perpsective of camera creates non linear view. And within this area I have to keep the player.

My first idea was to do this with angeled boxes with enter trigger. So when you go right and hit Ill clamp X axis on joystick (getting Horizontal and Vertical axis). But when I moved up/down player unit made a ugly zigzag effect as it went by side on angeled wall (still same height level).
So doesnt work.

My second idea was only make walls physical and collision with player should stop it. But then I need Riggidbody as Kinematic and then starts to rotate and jump away. So doesnt work for me, at least what I know:)

Third idea was do a 4 raycast in every direction and clamp its destination. So when destionation from wall lower then 1 I have to clamp that direction.
If I compare values then I should go to another node, there should be again getting joystick axis and clamp value of that direction and again raycast which stores destination from a wall + compare if value that destenation is bigger then 1 go back to previews node (base) this should be for each direction.
And lets say if this work what happen if you are in the corner.

Is it some easiest way how to do it? :)

Thanks

Martin

8
Work In Progress... / Shooter game :)
« on: July 09, 2019, 04:19:20 PM »
Hi all,
 I'd like to introduce my prototype of a shoot 'em up game. Here you are a soldier and you can enter to enemy vehicles or aliens. I have only few units and graphics is obviously prototype ;)
Here is link to download a zip, where you find clean Unity build, so you can try it.

https://drive.google.com/open?id=1wW3hGLbRFA5iHwr1N-LbeCSGVNv9vkjn

And here small maunal in PDF, to be more informated about the game.
In general is it classic shoot 'em up but you can flight or be as ground unit as well.

https://drive.google.com/open?id=1-S5VK4s_eS1smlyXeSqmVdZiH9z1_O_X

Saving is working and I use Easy Save for it, otherwise is only Playmaker. Its really cool and powerfull tool especially with this nice comunity ;) so thanks to you all.

I'll be happy to all possible feedbacks, or in general if it's worth spending time on it :)

Martin

9
Action Requests / Re: Limit Look at Rotation[SOLVED]
« on: June 08, 2019, 05:09:02 AM »
bump, if there is something new:)

10
PlayMaker Help / Re: attack range (circle) - use only part of it
« on: May 06, 2019, 03:53:09 AM »
Hi all,
 so first I was thinnking use dot product + Get A Cosine to get correct angles. But before to do this, I tried "Get Angle To Target" as djaydino recommended. And I think is the same, so cool its working nicely everything within one node! :)
Thanks

11
PlayMaker Help / Re: attack range (circle) - use only part of it
« on: May 02, 2019, 04:32:41 PM »
I thought about it and maybe if I know rotation of that direction vector (V1 to V2) I could get what I want.
Is there way how to get it?

12
PlayMaker Help / Re: attack range (circle) - use only part of it
« on: May 02, 2019, 10:42:08 AM »
Hi thanks,
 yes I could use this "Get distance". But this isnt main issue ;)
About that midpoint I can compare if V2 is below x (horizontal line), but spider can rotate so whole cutting plane is rotated too. As shown on the picture.
Or I misunderstand :)
And I can not use triggers.


Picture:
So in this case enemy(V1) shouldnt attack player (V2).

13
Hi again ;)
Im trying to resolve this problem:
I have an enemy (V1) and player (V2) vectors. I subtract them and get that line between. Then Im using "Get Vector Length" to get its length. And checking when enemy is near to the player by float value of length. This script is attached on enemy, so he has somehow range of attack. When player comes near, enemy attacks.
If you imagine enemy eg. as spider.
On the picture spider head is facing down. Should attack only what he see and this is the reason why I want make detection circle only by half (so red part shouldnt be taken, because of his back).
And of course enemy can rotate, so even this red area should rotate too, depend on its front (head).

Any tips? ;)
thanks

Martin

14
Action Requests / Re: Limit Look at Rotation[SOLVED]
« on: April 24, 2019, 04:17:41 AM »
Hi Jean, im only bumping :)
And thanks for Playmaker its amazing!!! :)

15
Action Requests / Re: Limit Look at Rotation[SOLVED]
« on: April 15, 2019, 02:09:41 PM »
Hi Jean,
 Im bumping this thread as you said, Im still interested :)

Martin

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