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Messages - Maddy

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1
Thanks dino, that helped!

For those who might also wonder about this, activating a panel, will place it in the centre of the screen, if that's where you want it, even if you're zoomed in and off centre.

I had a game object/sprite created in the scene, but if the player was zoomed in he might not see the sprite.

2
Thanks dino, that's just what I thought of using, I haven't had a chance to try it all out yet. Really appreciate your help!

3
Thanks djaydino for your explanation. Let's see if I can explain what it is I need help with.

I know how to do the "screen" itself. I want it to pop up when the level is finished. At the moment I have a simple arrow/graphic with a box collider, just for simplicity. I have the action Create game object, the arrow....

Something just dawned on me... Earlier I had a panel pop up, but then I didn't have the zoom and then I changed it so that I only had the arrow.

Maybe if I use a panel as a pop up it will place itself in the middle of the screen, even though I'm zoomed in. I'll try that.

4
This is just to show what I mean  :)

The way I have it now is, when a level is finished, an arrow is created and leads to the next screen. The problem is that when the player zooms in you might not see the arrow, because it spawns off screen, if the player is zoomed in in another area.

I would like a "Win screen" to spawn in the middle of the screen, regardless of where the camera is and to cover the whole screen. Plus the underlying level is no longer clickable.

5
After a level is finished, I'd like to have a new "screen" that covers the whole screen... On this screen I'd like to have a congrats of sorts, next level, going back to menu /start and play again.

I can do all of those things, but what I don't know how to do, or which action to choose, is how do I get this new "screen" to cover the whole screen? I don't know if I'm making sense.


6
PlayMaker Help / Re: Items selected while panning/dragging
« on: March 17, 2020, 07:00:49 AM »
Hi Jean!

Thanks for your reply. Yes I did try to put them on a different layer, but maybe I did it wrong. This is what I did:

I put the items on a layer called Items. And then did the following setting in my Game Manager. See image.

The BG image I had on Default layer and I tried on a separate layer. I tried having the BG image as parent and the items as children. And I tried having the items separate from the BG image.

Is there something I have missed?

I also tried inverting the mask, the BG layer. But that didn't work either.

7
PlayMaker Help / Items selected while panning/dragging
« on: March 16, 2020, 03:20:32 AM »
I'm using "Drag Camera 2D" for pinch/drag. When I am zoomed in and drag the BG image with objects on it, the objects get selected, which I don't want, I only want them to be selected if they are tapped/(clicked) on.

I'm using Mouse Pick 2D event to select objects. Are there any specific settings there that I could change or any other actions that I could use?

Or is it better to add something to the script...?  :-\

Help much appreciated, thanks!

8
Thanks Neikke and Thore!

@Thore, I've set it to Every Frame in the check box, otherwise it won't show. The reason I was wondering if it would be better to use Create Object, was just the updating every frame.

You wrote: "You can update the UI when opening the menu." How do you mean specifically?

The images that I need on the menu page will be activated/created as each level is completed and is static. Or maybe I should call it the levels page, because it's where I have thumbs for all the levels.

To have the images update less frequently, what do I use for that?

Thanks!

9
On my menu page, I'll have lots of level thumbnails.

Is it best to have one Game Manager with hundreds of "clicks" to all the different levels?

or...

Each click (FSM) on each thumbnail? Use Owner.

Mobile 2D game.

Thanks in advance.

10
I have a menu page with levels and a "Complete Level Image" for each completed level. Which is best...

1. Have the Completed Images be activated at runtime and have them activate every frame? The images are deactivated at the start and checked if there are enough points for each level, if there are enough points, then the image is activated.

or 2. Create each Completed Image at runtime if there are enough points?

2D mobile game.

Thanks in advance!

11
PlayMaker Help / Re: How to get older version of Playmaker?
« on: June 30, 2019, 03:03:00 AM »
Thanks djaydino!  :D

12
PlayMaker Help / Re: How to get older version of Playmaker?
« on: June 28, 2019, 11:53:24 PM »
I'm wondering the same, I also need an older version.

13
PlayMaker Help / Re: Save and Load, what to use?
« on: June 04, 2019, 10:55:33 PM »
Yes that's what I meant, maybe I wrote it a bit funny.  :)

14
PlayMaker Help / Re: Save and Load, what to use?
« on: June 04, 2019, 04:48:39 AM »
I now realize that you meant for me to use the different Array List Actions and ES3 Array List Save & Load, at least that's what I think.

I had set it up to use simple Save and Load Actions from ES3, to use with Differences, Levels and Game Progress (Global Var), using Array Variables which are bools. And then do the Exists? and Save and Load in the menu page. There were settings in the Load Action, that I wasn't quite sure of, maybe that's why I couldn't quite get it to work, it saved but didn't load.

Anyway, now I'm going to try Array Lists... Now that I have looked at it a little, it's starting to make sense.

15
PlayMaker Help / Re: Save and Load, what to use?
« on: June 03, 2019, 02:15:06 PM »
Yes I did thanks. I think I might have done some progress and started to understand a little bit more about arrays. Tomorrow I'll post how I think I'm going to set it up and I'll also have a few questions about that, because there's some things I'm unclear about.

Arrays on the whole just seem to be so abstract. I think it's because I can't see them. I can see events, variables, game objects etc but no arrays. They just exist.... somewhere.

Anyway, I'll be back tomorrow  ;D Thanks again djaydino!

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