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Messages - tam

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1
Android Help / Re: Development process on Android
« on: October 19, 2013, 07:18:01 AM »
Thanks Jean, that is perfect!

2
Android Help / Development process on Android[SOLVED]
« on: October 14, 2013, 11:53:40 AM »
Hi all,

I just got my Android phone hooked up to Unity today to start playing about with Playmaker and Android.

Has anyone got any tips for a good development pipeline?
I made a one-button app tonight just to figure out how to load .apk files and it seems like a very long process for testing. Is there a way to test on PC while you dev and then only build an .apk once you're happy? Is there a trick to getting things like Touch Object Event working in Unity rather than on a device?

Thanks,
Tam

3
Feature Requests / Control Mouse Cursor - Move to Preferences
« on: August 25, 2013, 08:19:45 AM »
I'd like to suggest the Control Mouse Cursor option is moved to the PlayMaker Preferences instead of an option under PlayMakerGUI.

I just went through all the preferences two or three times trying to find some sort of mouse cursor option, and only thanks to an old thread on here I found the option was hidden in the PlayMakerGUI component. This seems like an odd place to have this option to me. I think if the Control Mouse Cursor option was in Preferences then people in the future wouldn't have such difficulty finding it.

Thanks

4
User Showcase / Dig My Fish? (A game for #FishingJam)
« on: June 03, 2013, 07:49:25 AM »
Hi all,

I made a 2 player button mashing racing fishing game for the 7 day #FishingJam. (http://jam.legendaryfisher.com/)

My game is called Dig My Fish? and you can play it here: www.tamoose.co.uk/digmyfish

Here's a wee screenshot:


Grab your nearest nautical pal and have a play. Let me know what you think :)

5
PlayMaker Help / Re: Convert String to KeyCode?
« on: May 24, 2013, 04:19:38 PM »
OK, that was pretty easy actually.

For testing the functionality I made a plane with a 3D Text attached. The correct key to press is displayed in the 3D Text. If you press the correct key, the plane is translated -1 in Y.

First I set up my inputs in the input manager (Edit > Project Settings > Input) I just deleted everything and then set the size to 3 for my 3 keys required. I named these the letter and then set the input as the letter.

Then in my FSM I've got a Select Random String action with 3 strings set to each of my letters. This is then saved to a variable called ButtonKey_string.

Then I've got a Set Property action to set the text component of the 3d text to the value of ButtonKey_string. (Read this for how to use Set Property with 3d text - http://hutonggames.com/playmakerforum/index.php?topic=2050)

Then I've got a Get Button Down looking for the button name ButtonKey_string which sends a transition to a new event that does my action. In this case, moves my plane -1 in the Y. And that's the basics covered.

6
PlayMaker Help / Re: Convert String to KeyCode?
« on: May 24, 2013, 03:17:40 PM »
I'm about to start making a button mashing game when the action button changes. I think I'm having the same problem as you due to the Get Key Down actions can't take in variables.
Thanks for the tip about GetButtonDown.

My plan at the moment is to pre-define a selection of keys and then have one of these randomly chosen every X presses. When a key is chosen, some sort of GUI element will change to display the key, while the GetButtonDown listens for that key being pressed. If the key is right, the action will happen, if the key is wrong some sort of negative feedback will happen.
I'll post in here if I figure that out :)

7
Share New Actions / Re: ArrayMaker is now available [NEW VERSION]
« on: May 20, 2013, 12:59:17 PM »
Wow. This tool is great.
Thank you very much for making this, and making it free too!

8
User Showcase / Chest Quest - 7drl
« on: March 16, 2013, 03:04:36 PM »
Hi everyone,

I just finished my first game with PlayMaker and thought I'd share it here.
I made a game called Chest Quest for the 7drl game jam / challenge. (7 days to make a game based on the roguelike genre).

You can play Chest Quest here- http://www.tamoose.co.uk/chestquest.

I'm quite happy with how it turned out, given I had never used PlayMaker before so I've learned a lot in a short time and got a game to show for it. I had lots of other stuff I wanted to get in the game but I ran out of time.

Let me know what you think.

9
PlayMaker Help / Re: GUI with prefabs and multiple levels
« on: March 15, 2013, 07:26:30 AM »
This setting up state sounds like it'd work out for what I'm trying to do.
What would I look into to find a tutorial for this? Initialise state?

10
PlayMaker Help / Re: GUI with prefabs and multiple levels
« on: March 14, 2013, 02:04:05 PM »
Thanks for the quick reply, Lane.

The Don't Destroy on Load wouldn't work in this instance.
For example, I have an exit platform which has a trigger which I want to talk to a GUI text and display a message like "Press E to Exit". This exit is a prefab as it needs to have the same functionality in all levels, but I need to place it in different places in each level. So the Don't Destroy on Load wouldn't work because the exit would remain in the same place.

I intend for my game to have 10 to 12 levels so copy and pasting PlayMaker functionality isn't really a good solution either as this would take me a lot of time.

I feel like there must be a clever way around this problem, but I'm not sure what it is. Hopefully someone on this forum has solves this problem and can share some insight.

11
PlayMaker Help / GUI with prefabs and multiple levels
« on: March 14, 2013, 11:04:36 AM »
Hi all,

I'm trying to make a multiple level game which shows health and points in gui text.

This works fine when I have pick ups / managers / gui in the hierarchy, but not when I put this stuff into prefabs (which seems to be a Unity issue).

So how would I go about having a health and points system that will work across multiple scenes? If I leave everything in the hierarchy and load level additive then I'll have many copies of the same assets, and if I load level without additive then I'll lose progress between levels.

I realise this sort of question has been asked before, but I searched and read the existing similar threads and didn't find an answer. There must be a technique I'm just not getting my head around that can solve this.

Thanks for your help,
Tam.

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