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Topics - escpodgames

Pages: [1] 2 3 ... 5
1
Feature Requests / Connection control
« on: May 17, 2019, 02:56:55 PM »
I have been using a bunch of other node based tools over the past few weeks and have found a lot of them have the ability to control the connections between nodes. The most useful is being able to control how the connection flows from and around states.


For example you can click the connection in (Miro/Realtimeboards) and then move the little handle left or right to move the connection.

I realize this might be one for the really hard basket, but thought I'd bring it up as it would make Playmaker even better.

2
Feature Requests / Array Get Random Weighted[SOLVED]
« on: March 21, 2019, 02:25:53 PM »
Hi,

I had an idea for a super useful action for both array maker and built in arrays.

A random Array action that has a curve to determine the weighting of the random.

For example if you had 5 items in the array but you want to randomly select more of the lower value items (if sorted by value) you could great a curve that favors the lower values.

Thoughts?

3
Playmaker Bug Reporting / In editor FSM variables tab issue
« on: February 27, 2019, 03:08:42 AM »
Hi,

I have recently been running into an issue where if you are in the FSM variables tab and you play the game in editor, keyboard inputs don't work. Switching to say the FSM state tab and hitting play results in the inputs working.

Note - I'm using the Get Key From String action to get the keyboard inputs

Not a big deal, just annoying/weird

4
User Showcase / Pirate Pop Mega Quiz - iOS and Android (FREE)
« on: October 15, 2017, 03:12:57 PM »
Pirate Pop Mega Quiz is NOW AVAILABLE on iOS and Android.

(Made with 100% Playmaker)

Test your trivia knowledge in a fast-paced, multiple-choice quiz game as you put your overabundance of useless information to good use.

PLAY NOW

iOShttp://apple.co/2xGXHvH

Android - https://play.google.com/store/apps/details?id=com.EscPodGames.PiratePopMegaQuiz

TRAILER :




5
Playmaker Help / FSM - STOP
« on: July 24, 2017, 07:36:13 PM »
Hey,

Ever since I updated my project to Unity 5.3 with Playmaker 1.8 (Latest version) I have had a weird behaviour where some of my FSMs will stop and randomly in a frame, this annoyingly will restart the FSM if it is set to reset on disable. If you have Reset on Disable off it can solve most of the issues except for Audio. I'm getting heaps of stop and starts on my audio when ever an fsm that has played audio stops. (see picture of FSM log)

What causes this stop?

6
Feature Requests / FSM Browser improvements
« on: September 19, 2016, 07:15:18 PM »
Hi,

The FSM browser is great but it feels like it would be super useful if it could do more...

- Only show active/deactive FSMs
- Show warnings (ie could not find FSM is not an error and doesn't show up)

7
Feature Requests / References tab for FSM's
« on: August 09, 2016, 07:13:15 PM »
A quick idea that might be possible and would help debugging issues so much easier.

A reference tab, like variables it would have a list of the references in that FSM. ie if you set a property of a text mesh, that would be in the list with the number of references in that FSM. Activating a gameobject .. that game object would be in the list.

How possible is this?
And could this also work with Action used in an FSM

8
Feature Requests / State Groups
« on: June 24, 2016, 05:57:07 PM »
As well as the task manager idea, I have been thinking about how grouping of states could be handy. Visually and practically they make heaps of sense

Feature ideas -
 - Drag States into a Group
 - Groups auto size around states that are in the group
 - Name the group (see image)
 - Group comments (see image)
 - Ability to move the group like a state (click drag the group name bar)
 - Copy/Paste groups

Thoughts? is this even possible?

9
Feature Requests / Task manager
« on: June 06, 2016, 12:47:32 AM »
Just under 3 years ago I suggested a task manager feature that could be built into Playmaker. Users could place task actions and get a sudo warning about it - See the below image
How possible is this?

10
Playmaker Help / InControl action errors
« on: May 16, 2016, 03:44:50 AM »
Hi,
I'm using Unity 5.4.3 with the latest InControl and the action on the wiki but I seem to be getting this error -

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.GetInControlDeviceInputButton.DoGetButton () (at Assets/PlayMaker/Actions/PlayMaker InControl/Actions/GetInControlDeviceInputButton.cs:59)
HutongGames.PlayMaker.Actions.GetInControlDeviceInputButton.OnUpdate () (at Assets/PlayMaker/Actions/PlayMaker InControl/Actions/GetInControlDeviceInputButton.cs:54)
HutongGames.PlayMaker.FsmState.OnUpdate () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:255)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2170)
HutongGames.PlayMaker.Fsm.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1425)
PlayMakerFSM.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:435)

Any ideas?

11
Playmaker Help / Unity 5.3.4 Templates "Missing variable"[SOLVED]
« on: April 03, 2016, 10:42:00 PM »
I just updated from Unity 4.7 to 5.3.4 and I'm running into an issue where templates throw up a ton of errors "Missing variable" even though the variables exist and are hooked up, even after re-hooking them up.

Is this just me?!

12
Playmaker Help / Delete all comments
« on: November 29, 2015, 10:04:24 PM »
Hi,

Is there a way to delete all comments before building, I have tried to comment as much as I can and thus have A LOT of comments in my game.

Cheers
Andrew
escpodgames

13
General Discussion / Simple Town, People, Zombies, Cars and Building assets
« on: February 13, 2015, 05:53:58 PM »
Need some cheap assets to make a game?
As seen in Lanes #1GAM February - Sergeant Cody game


Simple Town - Cartoon City
BUY NOW! - https://www.assetstore.unity3d.com/en/#!/content/19942
Price - $15
A simple asset pack of vehicles, buildings and props to create an urban city based game.
Modular sections are easy to piece together in a variety of combinations.
Includes a demo scene


Check out the other assets here -
http://forum.unity3d.com/threads/simple-town-people-zombies-cars-and-building-assets-released.297597/#post-1962636

14
General Discussion / Future IL2CPP support
« on: January 19, 2015, 02:43:57 PM »
Hi,

Just wanted to make sure this is being considered as Apple will soon make it mandatory to support 64bit on iOS, unity are moving on support for 4.6
http://blogs.unity3d.com/2014/11/20/apple-ios-64-bit-support-in-unity/

Will playmaker handle/support this?

15
Playmaker Help / Level Zones
« on: December 24, 2014, 03:39:49 AM »
Hi,

I'm making a game where I load levels based on 10x10 sized(unity units) zones based on where the player is. So at anyone time there would be the current zone the player is in and 8 surrounding zones (See image) When the player moves out of this zone it will then load/unload the zones so there are 8 zones surrounding the new zone.

Any ideas on how to get these 8 zones and store them as gameobjects at runtime so I can manage the above system. Obviously I could manually assign them per zone, but that is A. a lot of work and B. could introduce errors on my part.

My current thinking so far is to Raycast a ray up, down,left,right and store the game objects it hits, if the collision is less than 10x10 I can also ray cast on the diagonals.

Thought id see if anyone had any better ideas before trying this.

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