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Messages - IIKII

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1
User Showcase / Legendary Assassin KAL - free to play mobile game
« on: November 15, 2019, 01:27:29 AM »
Hi everyone,

Today I released my free to play game on the Play Store - The Legendary Assassin KAL.





It has been in development for 2 years in between projects. It was inspired by the Assassin Creed games and a chinese movie 'A Man Called Hero'.

Play it here - https://play.google.com/store/apps/details?id=com.Choo5dy.android5

If there's any bugs, feel free to comment here.:)

2
PlayMaker Help / Re: Dynamic vision cone is broken in 2018
« on: November 13, 2019, 01:06:35 AM »
Just to close this thread off, I managed to solve it. Turns out that i just need to enable 'late update' for newer versions. :D

3
PlayMaker Help / Re: 2d side scroller look at
« on: November 01, 2019, 09:50:37 PM »
Hi,

 Can you show a video of what you are expecting? thanks.

Bye,

 Jean

Something like this -
I can switch the character's x scale by simply comparing the x position of the player and the mouse position but i am curious on how the Look At actions can achieve this? or maybe they are not?

4
PlayMaker Help / 2d side scroller look at
« on: October 29, 2019, 08:35:47 PM »
Hi I am trying to get my player to look at the position it's moving to in a 2d side scroller game but unexpectedly difficult to achieve that using the smooth look at actions. I think I tried all of the look at actions including the 2d ones but none of them are working correctly, they are rotating in weird directions.

Any 2d side scroller example scenes or instructions to correctly setup the player to look correctly in 2d?

5
PlayMaker Help / Re: Touch and walk
« on: October 25, 2019, 08:38:23 PM »
Well, without plugins, waypoints and anything like that, one solution would be to capture the touch input's coordinates and translate that into scene coordinates (depending on how much of the screen your level takes).
If it's full screen, you wouldn't need to do this transition and could, for example, directly use the coordinates and have the character move on automatic until he reaches them.
Try action Move Towards, tick "ignore vertical" and see what it does.
You also have a vector 2 variant of this action, which might be preferable.
Use a curve action (type curve and see what you get, like curve float which you can synchronize with the beginning of the character's move) to modify the max speed so there's a smooth acceleration. Tweak the curve until it looks neat.

You could even create three states, one of the acceleration at the beginning of the move, one for most of the trip, and one of the deceleration at the end.
The flux would come out of the first state after the character would reach maximum speed (you use a Float Compare to check this FsmFloat max_speed value).
Every time the flux enters a state, use the current post as the "start from" reference. Might require getting the character's current 2D position at the beginning of the state.

in the second state, the middle one, use a finishing distance that makes sense so as to move to the last state which will manage the deceleration.

In the first state (acceleration state), if the character already reaches destination (checked with finishing distance), then go straight to deceleration state (third in the chain) and use the current speed obtained from the first state (that is, the current max_speed value).

Don't insist too much on accel and decel either. The character's displacement has to be smooth but not sluggish either.

Move towards works well for left/right movement but I dont think it will work for up/down stairs kind of gameplay movement. I guess it will be more complicated.

6
PlayMaker Help / Touch and walk
« on: October 24, 2019, 10:12:57 PM »
Hi, what are the ways to making a character walk to the touch position on the screen?

Note that it is a 2d side scroller and the character sometimes needs to go up and down slopes with going right/left.

Thinking of using nav agent but isn't it too heavy for mobile..

7
PlayMaker Help / Re: Dynamic vision cone is broken in 2018
« on: September 20, 2019, 06:40:17 AM »
Sorry I don't understand your question. Isn't "Dynamic Vision cone Fov" a playmaker action? It was working in the older unity version but after upgrading to 2018, the vision cone isn't displaying.

I tried a new project and it didn't work too.

thanks

8
PlayMaker Help / Dynamic vision cone is broken in 2018[SOLVED]
« on: September 20, 2019, 03:02:56 AM »
Hi, Dynamic vision cone is broken in Unity 2018.4.9. No cone is visible in the editor and game scene.

9
PlayMaker Help / Re: Getting surface angle
« on: September 17, 2019, 08:22:04 PM »
Yeah i think it works but i am using raycast.

Thanks for the action :)


10
PlayMaker Help / Getting surface angle
« on: September 17, 2019, 02:31:46 AM »
Hi, i am trying to get a angle between a floor and the player to see if the player is on a slope. So if the angle is bigger than 30, the animation and speed will change.

How do i achieve that?

11
PlayMaker Help / Making cursor works outside of game window
« on: July 19, 2019, 07:52:38 AM »
Hi, one of my game's player is using a software MHOOK which binds the keyboard on the movements and clicks of the mouse.

To do that, he needs to use the cursor outside of the window of the game. But right now when he plays my game in windowed mode, the cursor dissapears and it can't go out of the game window.

Is it possible to make a cursor be attached/active from the game window?

12
PlayMaker Help / Re: Horizontal UGUI compass
« on: July 16, 2019, 10:50:10 PM »
I managed to get it working with using y rotation so that's great.

But I tried working on the target based compass based on your first post and I am stuck.

"- then, you use that signed angle report it onto a linear scale, say your compass goes from -1 to 1, and you want to report object between -30 and 30 degrees.  You can use the custom action FloatRemap for this very easily."

So i got my signed angle from a cube that is my North but I wasn't sure on how to do the second step from above. And also unsure on how to set up my compass for this.

13
PlayMaker Help / Re: Horizontal UGUI compass
« on: July 14, 2019, 03:49:02 AM »


I am using a ui image with the image cut at the 'S' and the repeat setting.

There's still something wrong with it, the compass ui isnt moving accurately. For example when it is going north, it went a different direction.

I tried a number of settings with the float base and end but none of them really is working perfectly.

14
PlayMaker Help / Re: Horizontal UGUI compass
« on: July 11, 2019, 06:45:37 AM »
Hi,

 Do you have a video showing how it works so that I get the right ideas behind what you want to achieve? thanks :)

Bye,

 Jean


Ah yes, here's a video from skyrim.

The top UI displaying the waypoints and cardinal points.

thanks :D

15
PlayMaker Help / Horizontal UGUI compass[SOLVED]
« on: July 10, 2019, 07:06:22 PM »
Hi, anyone have any ideas or clues on how to make a horizontal ugui compass similar to those in skyrim or assassin creed? I only need it to display the north south east west and important waypoints.

thanks

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