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I have game where you guide movement of object by clicking mouse. For animations I'm currently using Float Compare for MouseX and MouseY variables, however it's not working 100% correctly. Is there a way I could reliably refer game to play correct animation based of direction object is heading?

PlayMaker Help / Collission2D Event isn't activating [SOLVED]
« on: February 27, 2019, 06:31:18 AM »
I've got new simple project, player touches object and object should disappear. For some reason Collission2D Event isn't recognizing anything, in my previous project it worked without problems. I have iOS as build setting, is there something obvious I'm missing?

PlayMaker Help / Platform layer woes [SOLVED]
« on: February 04, 2019, 08:57:18 AM »
So I have some platforms here:

You can move behind them like this:

Problem is just that adjusting raycast to make layer change for each platform correctly is a lot of work, and it's currently not working without flaws. I have been thinking to slice platform into two bits so I could avoid this problem, do you guys have any other/better solution with this?

PlayMaker Help / Sending event to multiple objects at once [SOLVED]
« on: November 21, 2018, 10:45:09 AM »
Is there practical way to send same event to multiple objects performing similar action?


What is the most reliable way to get sprite facing direction it's headed into? So far I have used Get Key Down command to get sprite face direction pressed in arrow key. However, I have some movements in game (such as wall jump) that makes it not always face right way when it reaches in ground.

Example: you hold arrow key, sprite lands faced on opposite direction, sprite moves direction indicated by arrow key input, but Get Key Down-command doesn't activate for flipping sprite until you release and press arrow key again.

PlayMaker Help / Bug with jumping [SOLVED]
« on: October 04, 2016, 12:19:02 PM »
I have platformer, for jumping I use Bool-value to check whenever I'm on the air or not (so you can't do midair jumps).

Practically it checks it by whenever I press Spacebar to jump, Bool for being on the air becomes true. And when Collission 2D Event collides on the ground, Bool-value for being on the air goes off.

However, Collission 2D event activates whenever I touch the ground, and not necessarily for being ON the ground. Practically it means I can jump besides floating platform midair, which is what I do not desire.

There is one other bug caused by this. Dropping down from cliff doesn't activate "on the air" bool-state, and thus I can't make walljump.

I demonstrated bug and my current setup on video to clarify how it works for me currently:

PlayMaker Help / Add Force 2D makes object go through collider (SOLVED)
« on: August 13, 2016, 09:46:53 AM »
How do I stop that happening?

PlayMaker Help / Character is able to jump undesirably midair (SOLVED)
« on: August 10, 2016, 01:21:10 PM »
I use Add Force 2D to get character jump (in platformer game), however I don't want it to be able jump midair too. Any idea how to tackle with that?

Hi everyone!

I have a few questions regarding Playmaker and Nintendo's partnership as much as NDA comply.

Last dated messages implied that negotations with Nintendo hasn't been exactly favorable state for Playmaker. According to licensed developer, "enhanced support like Wii U custom actions" doesn't work (I refer to this thread, second post of this page: What custom actions are we talking about here (if NDA comply to answer the question)? Does things like gamepad support still work?

It's been a few years since last talk about Nintendo here. Has situation changed at all, or has it been stalemate since then?

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