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Messages - lildragn

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Work In Progress... / Re: Dark Light
« on: September 09, 2020, 02:37:46 PM »
This is an incredible achievement, well done 👍

PlayMaker Help / Re: Adventure Creator style cam
« on: February 11, 2014, 04:59:22 PM »
You're absolutely correct  ;)

PlayMaker Help / Re: Adventure Creator style cam
« on: February 10, 2014, 07:03:47 PM »
Thanks Jean, I'll give that a try. And I was planning on getting the Adventure Creator, but I figured PM could handle it.

PlayMaker Help / Re: Adventure Creator style cam
« on: February 07, 2014, 08:46:18 PM »
Hiya guys, failing miserably here haha... The cam just won't lead like in the vid I posted. I tried a few things like Get/Set position, smooth follow and even parenting to a GO but nothing yet, just wondering if I can get any guidance with trying to accomplish this... thx!

PlayMaker Help / Adventure Creator style cam
« on: February 07, 2014, 01:59:52 PM »
Hiya! I'm in the process of prototyping a Quest for Glory style game and was hoping one of you awesome peeps can help me figure out how to accomplish this camera motion AC uses instead of smooth follow, how would I make it lead instead? And in addition would I need to send out a ray cast to detect if it hit any walls which would send an event to stop the cam? Any help would be awesome! Thx

General Discussion / Re: Match 3 game approach?
« on: May 15, 2013, 05:55:36 AM »
Very cool Flying Robot, I really dig your experiments and will be following along on this one :)

General Discussion / Match 3 game approach?
« on: May 02, 2013, 08:27:16 PM »
Hi everyone, been away for awhile, but recently I've had the urge to get back to my projects. One such project is a match 3 game in a similar vein to candy crush for example. It's actually a project my wife showed interest in and wants to work on with me, so I'm all for that!
  I've done some research and strangely enough they aren't many Unity devs entering this arena, maybe I'm looking in the wrong places  :-\ At any rate, I'm looking for a starting point with Playmaker and just how to approach the concept. For such a simple premise, it's deceptively tricky to approach, there's actually quite a bit happening when you break it down.

Any thoughts would be great, maybe we can get a discussion started here for like-minded peeps.


Feature Requests / Re: Lock states
« on: November 14, 2012, 06:25:23 AM »
Hmm not exactly... I would like the events and such to continue to flow through it, just lock the specific state chosen. So it's easy to monitor the values from that specific state. Not sure if I'm explaining it right :)


PlayMaker Help / Re: Adding footstep sound and particle effect
« on: October 21, 2012, 11:00:13 AM »
Awesome thx kiriri! I'll give some of these suggestions a try and let you know result.


PlayMaker Help / Re: Adding footstep sound and particle effect
« on: October 21, 2012, 08:18:25 AM »
For me the collision thing (yes, I'm a crazy perfectionist like you :D ) worked pretty well, since my runcycle has a definite frame where the foot touches the ground. So if there's an explicit frame like that in your animation, the collision should trigger. Did you double check everything?

Ha yes, my wife would attest to me being a perfectionist for sure :) But I like your idea here about adding the sound to a specific frame in the animation, how do you go about doing that? I was looking for a way earlier.


PlayMaker Help / Adding footstep sound and particle effect
« on: October 21, 2012, 06:46:35 AM »
Hiya, me again. This time on adding footstep sounds and particle effects (dust e.t.c) when the player feet collide with ground.

Trying to figure out an accurate way to play sounds/dust effects when the player walks/runs around. I got it to work somewhat, but when the character runs the trouble begins.

What I've tried
- I currently have L/RFoot Nulls setup in the rig that I can use as locators for the effects. I started with the footstep sound by adding scripts from the Unity 2D/3D platform tutorials with no joy.
- I wanted to use PM for everything so I tried using a Trigger Event on the null (with an audiosource attached) that checks if it has contact with the ground, this works but is somewhat finicky which is fine for now, but when the player begins to run, the trigger event can't keep up and doesn't fire.
- I've also tried detecting collisions with rigid bodies with no luck
- I've tried the Get Game Object Speed action and checked with a float compare to send off events based on the proximity of the null to the ground with wild effects because the resulting floats are too small.

Once the above is solved, I think adding dust F/X would be similar.

Any help/tips/ideas would be most welcomed!


PlayMaker Help / Re: Locking characters to Y/Z axis for 2.5 d game
« on: October 20, 2012, 04:59:03 PM »
Awesome kiriri, thank you! I was almost there with a get property but didn't set it. I guess that's getter setter in coder lingo :) At any rate it works great! Thanks very much.

PlayMaker Help / Locking characters to Y/Z axis for 2.5 d game [Solved]
« on: October 20, 2012, 09:14:30 AM »
Hiya I couldn't find a proper solution using search so I thought I'd post.

I'm creating a game similar in vein to Deadlight and Rush N' Attack: Ex Patriot and I'm trying to figure out how to lock both the player character and enemy to the Y/Z axis (z being forward) and Y giving the player ability to jump/climb/change gravity e.t.c  

What I've tried
-I've tried getting the position of the Gameobjects, storing the float value and clamp - doesn't work as expected
-I've resorted to taking the input values for w/s out from the input manager... works but a hack and I forsee problems when adding a controller into the mix.
-I've given the enemy constraints on it's rigid body Z axis, which helps with collisions

My character is currently using the third person controller (need the wall jump function) a state containing a Get Axis Vector and smooth look at direction action. My enemy is using a capsule collider and rigidbody components.

Right now if the characters collide long enough they'll sort of do this dance and move around each other ignoring clamp values and so on.

Really need some help with this one as I'm about to add invisible wall colliders, creating a tunnel so the characters have to stay on path... but that's a hack that I know will get me in the end :)


Feature Requests / Lock states
« on: October 20, 2012, 07:50:01 AM »
Hiya, I found myself wanting this feature more and more while working and trying to see what's happening in a specific state. Right now I would have to time my game pauses if I wanted to see what numbers e.t.c are changing. This is especially annoying when you have states that constantly flow in an out of each other like A.I. movements. :)


Awesome, got it to work this morning. I imported the charactermotor action only without the input..cs and it came in without error. Not sure what it was.

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