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Messages - bobbykarate

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1
General Discussion / Re: Welcome! Please introduce yourself!
« on: August 02, 2013, 11:52:44 AM »
Hi!

I'm Bobby. I've been working professionally in the game industry for about ten years as an artist/animator/art director/art professor. I've shipped about 20 titles for nearly every platform from xbox to Ps3 to Wii to iOS. I've worked with products developed or published by companies such as id, Gearbox, Glu, and Warner Bros. to name a few. And I've worked on several titles that were developed in Unity.

I just discovered playmaker a couple months ago after having left my last studio position. I have spent my summer experimenting with it to see if I could build a vertical slice demo of an original game concept, to prove to myself that I could potentially make the first completely independent game of AAA quality while completely alone without any code written. Overly ambitious and naive? Yes. Realistic? No. But I have no reason to not try as I think it would make a great story, and be a cool way for me to tell the one I've written. And regardless I'm just having fun learning.

I have basically succeeded with the exception of a few issues to debug. Once/if I solve these problems, I will go public with the demo and begin sharing my progress and possibly attempt a crowd-sourcing campaign to fund some better resources to speed things up. I have a website almost ready to turn on. I just need to solve a few showstopper issues.

I've requested this forum create a section for collaborative offerings. I could really use another more experienced brain to help debug some problems with my attempts at constructing some of the more complex logic (which I believe is only complex seeming because my lack of experience in scripting/programming). In trade I could provide high end art services for other endeavors. Just a thought.

Regardless, I've said it before and I'll say it again. Playmaker is AWESOME and I high-five the developers of it and all the support provided in this forum! Thanks everyone! :D

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Forum Suggestions / Re: A team collaboration section would be nice
« on: August 01, 2013, 03:13:53 PM »
I just asked about this in a different thread. I would love love love this, please someone make it so!. I could trade high end art & animation services for helping me determine and construct logic for intended designs. Or for helping me debug issues I am unable to determine the cause of.

3
PlayMaker Help / Re: Classic adventure game logic?
« on: August 01, 2013, 02:54:34 PM »
I am using the array lists for various things like managing strings, but I don't think my inventory system is going to require it as it's not ever going to be very complex and there will never be variable quantities to deal with. I'm actually treating inventory just like any other set of objects in the world that the player can interact with, so the possible inventory is unique per scene. And I do have plenty of Unity experience I actually taught a class in Unity (be it an art class) and I've shipped a couple titles built in Unity before (with teams of programmers of course). But I haven't wired logic before or scripted anything myself, and that's where I am struggling the most.

I have a system that works and achieves most of what I want, but there are a few areas I'm having trouble debugging regarding raycast errors (everything breaks if I change the distance now, or try to have different FSM's cast different distances which is a showstopper for my intended design) and like I mentioned before the FSM's being able to get out of sync or out of expected order causing a broken state prohibiting progress. And this is all due to the fact that I have no master logic outlined and am just blindly doing things one step at a time until they work.

I am wanting to throw it away and redo it as I'm basing high level states being determined by what cursor texture is currently active. It's the only thing I could imagine because of my lack of experience in this area. But I'm ambitious and motivated to solve my problems.

I read a post where you said to treat things more like organs of a body working together rather than trying to build large systems to manage lots of things, and I am doing that for the most part but I believe I could simplify my high level state determination without relying on cursor textures and having different redundant FSM's talking to each other to achieve this as it's become overwhelming to maintain rather than having many simpler independent fsm's.

I guess what I need is to sit down with a programmer, explain my goals, and work together on sketching up the logic that would encompass this all before getting too far ahead of myself, I do believe it could be much simpler than I know how to make it.

Is there a place in this forum for developers interested in collaboration? Can we create one if not? It'd be priceless to me to have such resources. Like I could trade art services for logic construction advice.

I am currently building a website to track and share my project and it's progress, but I don't wanna hire anyone as I think part of the story behind the development of my project is more interesting if I do this on my own without hiring a programmer (though maybe it's unrealistic and eventually I'll need a partner or to hire someone), But right now I just want guidance with the most enigmatic parts, as this playMaker is amazing and is going to change things as far as independent developers go I believe! :)

4
Action Requests / Re: Set Linear Fog Start and End Values
« on: July 26, 2013, 02:43:43 AM »
:) Thanks so much! I said I'd post a shot for the help... I'm far from actually wanting to reveal anything about my project. But here's the very first mysterious sample. Again thanks!


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Work In Progress... / Re: TheWay (first game with playmaker)
« on: July 26, 2013, 12:48:37 AM »
really cool!

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User Showcase / Re: Tank Knight - My project to learn Playmaker
« on: July 26, 2013, 12:30:04 AM »
great work! hows rage pixel? beneficial?

7
PlayMaker Help / Classic adventure game logic?
« on: July 25, 2013, 11:40:21 PM »
Does anyone know of resources out there for understanding how to design logic and managers or systems generally involved in or used for building classic point and click adventure type games?

I have zero scripting or programming experience and just an art background. But I have taught myself playmaker over the past couple months.

Questions I have are like, "What are some ways to manage states of active inventory items - like I have an item selected and am now in a state of having this item selected so I can get responses for being in this state while acting upon other items rather than the responses i may get while in another state with a different inventory item selected. Should you base states like this off of the cursor texture currently being used or is there a better way? I'm sure there's a better way.

Is there a bible out there for this kind of stuff? Or a teacher? Any feedback is much apprecaited!

One major issue i'm facing with my poor FSM designs is I can click around wildly and end up getting into a state that breaks the game. It's like something among all the fsms gets out of sync with the others and then the game is in a state not intended to be possible which prevent progress. So I'm inexperienced in building stable systems and desperately searching for help without having to hire an experienced programmer. HELP PLEASE! :)

8
Action Requests / Set Linear Fog Start and End Values
« on: July 17, 2013, 06:21:46 PM »
Hi,

I need to find a way to set values for the LINEAR FOG mode. Preferably be able to interpolate them over time as well.

I'll post a shot of the game I've been making if someone can do this for me:)

9
I think I solved the problem by having the hoverable items tell the manager they are being hovered over, rather than having the manager ask whats being hovered over. These tools are really empowering! :) can't wait to share what I'm working on:)

10
so the problem seems to be when I move from hovering over an object then into empty space, the failure event fires off as expected. But when I move from an object with an arraylist component to another object without an arraylist proxy component, it crashes complaining about not being able to find the component.

But I don't want every object to require an arraylist for this to work, only some objects. For example, I don't want my terrain to do anything when hovered over, but when I hover over a specified object, I want it to then tell my item manager to choose the proper string defined by the object being hovered over and use it on a specified label.

Any direction on this would mean leaps and bounds for me.

11
PlayMaker Help / Re: Arraymaker Failure event does not work?
« on: May 23, 2013, 01:47:15 PM »
Hi. Old thread but maybe relevant to my issue. I'm new to playmaker, arraylists, and scripting and everything but working hard to learn. I have this issue...

I'm crudely trying to learn to setup an item manager for a sort of point and click adventure type game. So I hover over an object and text changes based on what object I'm hovering over. the manager gets a string from the arraylist proxy component on the object being hovered over. This works but...

when I hover over an object with no arraylist proxy component, the game crashes rather than sending the failure event.

What am I missing? I assumed the failure event would fire then rather than getting this error...

12
PlayMaker Help / Re: Mouse Over / Collision Detection Problem
« on: May 20, 2013, 02:28:41 PM »
I think my problem isn't with playmaker at all actually. I think it's with ngui. I tried building the ui in 3d as a hud attached to the player camera instead (its a first person camera). Still using a ui camera, but now the world geometry collision is detected instead of the hud geometry if the world geometry is in between the hud and the player camera...

So I think my real misunderstanding is how to properly setup the ui camera in conjunction with a first person camera.

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PlayMaker Help / Re: Mouse Over / Collision Detection Problem
« on: May 20, 2013, 10:01:35 AM »
Hi,

 Ngui comes with everything you need to do that without any work on your end. Have you checked the samples provided by Ngui, almost all buttons have scaling behaviors. Basically, you can configure the way it scales and when pretty much to achieve anything.


In this case I'm not using 'buttons' rather I'm trying to use a sprite. Maybe Sprites don't carry their collision over to screen-space? Seems like they should though I obviously don't know how that works. I assumed any object with a collider should work the same regardless of other components. Again I'm not trying to find another way to achieve this, I'm trying to understand the problem.

I add a sprite to my ngui panel, add collision to sprite, add events when sprite object is moused over. But only the actual object in the scene displays recognition, and the object being rendered from my ui camera does not recognize any collision detection. So what's the disconnect? all of thenui elements are tiny and at 0x0x0. so all my collision detection takes place at 0x0x0x instead of in screespace where the ui draws and will be interacted with.... I'm missing something very fundamental here... any help please!?

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PlayMaker Help / Re: Mouse Over / Collision Detection Problem
« on: May 20, 2013, 01:09:58 AM »
Okay so I realized the detection is occurring on the actual black bar object in the scene rather than the one drawing on the screen from the ui camera. How do I fix this? I noticed this when I changed the main camera culling mask so it could draw everything. This seems like an easy fix and I'm just missing something basic.

15
PlayMaker Help / Mouse Over / Collision Detection Problem
« on: May 20, 2013, 01:02:31 AM »
I'm new to all this but trying to learn. I've attached an image to illustrate my issue. I can't seem to figure out whats going on here.

Basically I'm wanting to use ngui and playmaker to build a ui. I just want this ngui created sprite to scale up when I mouse over it. I add collision to the sprite object, add an fsm telling it to change scale when its moused over. but the collision detected in game doesnt match with the collision viewed in the viewport.

I'm probably doing something stupid or missing something so basic. please any help would be greatly appreciated. I'm less interested in other ways to achieve this and more interested in understanding the problem.

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