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Topics - KozTheBoss

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Hello to my Playmaker people! My name is Ivana and I'm writing my Master Thesis as a Computer Scientist. Due to the nature of the experiment, I can't give you any specific details on what I am writing about, but suffice it to say that I have built a little game in Unity that I need 150 people to play and then fill out a questionnaire for.

I have tried payed platforms like Crowdflower and AMT where i paid people to play, but out of 20 people I only got 2 responses on the survey and the rest just took my money and left =/

I now count on you, dear gamers! to help me meet my deadline

Thanks in advance!

Ivana :*

Step 1:Go to https://unity3d.com/webplayer - download and install the Unity Web Player plugin for your browser (important to install from this link)

Step 2: Open the game web player here: https://dl.dropboxusercontent.com/u/19886152/AA/Experiment/Experiment.html

Step 3: Log in and follow the instructions displayed on the screen

Play the game until completed, or for at least 10 minutes, then fill the survey linked in the game and when done, return here.

Playing the game will require installation of the Unity Web Player Plugin (step 1 - safe)

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PlayMaker Help / [SOLVED] Drawing line between 2 objects ala raycast?
« on: February 02, 2015, 03:16:39 PM »
Hey guys! long time no see! - I am back, and this time with a question about drawing a line between 2 game objects - do any of you know how to do this? I'm looking for something like the "debug line" function, but one that will actually show in the game and not the editor

Thanks in advance!

-Koz

3
Hi! Right now, it is possible to toggle comments in graph view via the preferences tab, however I would like to be able to disable state comments (as they are quite messy if they are too long) and still be able to have FSM comments enabled (as they go in the background of FSMs and don't take up space)

FSM comments are quite important to me when I'm working on complex projects to help me remember which functionality is in which FSM without having to look through each state, or going to the FSM tab to read it.

This is a small feature, but one I would love!

Hope you will consider it :)

-Koz

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General Discussion / Shooting: how to handle bullets? - A Discussion
« on: July 27, 2013, 02:04:54 PM »
Hi guys - I wanted to make this thread, because i know there are many different ways of handling shooting and bullets, hit detection etc.

What method do you use for handling these things? What's the most efficient way, and what method is best for performance?

I am coding a shooter as a hobby project at the moment (not using Playmaker for this, but still), And i found that spawning a bullet and making it fly at a realistic speed (in my scale, using a force of 6000) makes the game FPS dip low whenever i spawn 3 or more bullets at the same time. On top of that, I use raycasts for detection at the moment, which also dips the FPS even more whenever i shoot, and because the bullets fly so fast, the raycast is inaccurate to a degree (sometimes bullet just flies through the wall because it was too fast  for raycast to detect it)

So are there better methods of doing this? Should you just spawn the muzzle flare at the gun, and then NOT use a bullet at all, and just raycast from the gun instead and use that for hit detection? I feel that having bullets that travel this fast is having a huge impact on performance.

Time to share your tips and tricks about shooting :)

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PlayMaker Help / Making a buttload of objects invisible?[SOLVED]
« on: July 20, 2013, 03:18:30 PM »
Hi guys! I am working on a hobby project at the moment for fun - it's a top-down apocalyptic survival type game, and i have a "problem" that i could use some help with =)

Currently, when you enter a building, i have hard-coded it to make the roof object of the building invisible using "set visibility action" This works great for single-story buildings where it's just the roof i need to see through, but when i enter a 2-story house for an example, there is the roof, the floor and ALL the furniture, litter and trash on the second floor that needs to become invisible aswell, and i figured that maybe there would be a better way to make all of these invisible at once, instead of having a "set visibility" action for each single object (i think i would have at least 30 of them in one action then)

So my question - is there an easier way to make many items go invisble at once than using "set visibility" for each object?

Plus points if you can point me towards how i would make them "fade out" instead of just going invisible instantly :)

lots of love! - fred

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Hi guys - simple question here!

When i lock my mouse cursor and then unlock it again, the mouse appears at the center of the screen =/ Is there any way to change it so it re-appears at the position it was at when it was locked to begin with? I know i can get the mouse X and Y position, but i can't seem to figure out how to set the position when it's unlocked again

any help is recieved with virtual hugs <3

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PlayMaker Help / Inputs for controller?
« on: June 27, 2013, 08:10:23 AM »
Hi guys, so I'm fiddling around with controlling a character via an xbox 360 controller / gamepad. I have movement nailed down because the left stick is defined in project InputManager already, but I need the right stick to control rotation of the character (top-down style where the right stick rotates the character to whatever direction you are pushing it at, and the left stick moves the character in whatever direction you are pressing. this means if i press the left stick down and the right stick up, then the character will LOOK upwards while WALKING downwards (backwards)

As said, i have the movement part working and rotation is working with a mouse right now (character just faces the mouse pick position all the time)

but I can't seem to figure out how to add the left stick in the inputmanager? =( and how do i access the input and translate that to a rotation of the character? and ugh.. im just really lost on how to make this work

Anybody able to help? Any suggestions will be received with awkward hugs!

8
PlayMaker Help / Play Sound action not triggering
« on: May 02, 2013, 04:45:11 AM »
So ive never had any issues with play sound before, but now i have a tutorial event for the player, where an ogre opens a door - the problem is that when the doors "open" state is called, it doesnt play the sound - it still does its "itween rotate" action to "open" the door, but the "play sound" action doesn't even highlight, its like it is not fired, and for the love of god i dont understand why - i have several other play sound events that work perfectly fine, and this one is just a copy of those but with another sound attached to it. I have tried moving the PLAY SOUND action to another game object (because i thought that maybe it doesnt play because there are too many sounds playing on that GO at the same time or something) and i have also tried changing the sound file to some other sound, but it still doesnt fire.

What can cause "play sound"actions to NOT fire? :S

The "camera position" bool is updated every frame, and works fine for all other sounds - these 2 actions are the only ones in the state

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Hi guys, so im on the home-stretch of my grad project, and my teacher has told me that i need to build the game for 1280x720 for it to fit their laptops

What is annoying me right now is that when im placing all my GUI elements in the Unity editor game pre-view window, i have no idea how it will look when it is build to 1280x720, so i am just repeating trial and error small changes

for an example, look at the built game, see the GUITEXT needs to go slightly left to line up with the GUI texture - edit it slightly left (this will look wrong in the editor since it is another size than 1280x720) and then build again - look and repeat until everything looks right

Is there any way to specify the size of the "game" window in the unity editor for when adjusting the GUI elements? or any other tips you have?


Any help appriciated!

Thanks in advance

-Fred

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PlayMaker Help / Formatting tooltip text?
« on: April 19, 2013, 05:59:20 AM »
yay, more problems! Sorry for the mass influx of help posts, but i do trust you people to help me make the best graduation project possible! <3

This time, im now making GUI Buttons for the UI, and these buttons all have tooltips (as part of the GUI BUTTON action you can set the tooltip) below this GUI BUTTON action is a GUI TOOLTIP action that takes the tooltip string from the button, and stores it as a string var. i am then displaying this string var on a GUI text object

My problem is that this string is unformatted, which means it has no line breaks or anything, and is so long that it exits the screen

My question is if there is any way to format Tooltip strings before they are displayed?

<3 you guys

-Fred

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PlayMaker Help / Mouse Pick detecting ground when clicking through GUI
« on: April 18, 2013, 04:02:08 AM »
so in the game im making, I use mouse pick masked to ground only to get the mouse pick position and move the player to that position

The mouse pick is as said masked to the "ground layer" only, but i am now starting to draw the GUI using GUI Textures and GUI Buttons - the problem i am having though, is that when a GUI window opens and the player clicks on it, it detects the ground BEHIND the GUI window and moves the player - I can't figure out how to fix that =( Any help? disabling the mouse pick when a window is open is not an option, as i still want the player to be able to move around by clicking on the ground, just not through the GUI

Any help appriciated!

-Fred

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PlayMaker Help / GUI Texture detect mouseover? [SOLVED]
« on: April 17, 2013, 06:27:14 AM »
Hey guys, im sorry for posting so many help threads, but i keep running into problems that i dont know how to solve!

Right now i am building my UI with buttons for opening inventory, character sheet etc. and i have made icons for it using empty gameobjects which i have put a GUI Texture component on. They are placed as i want them, but how do i let the user interact with it? Mouse event action required colliders, and an actual physical object in the world, so how would one detect input on a GUI Texture? Thanks in advance guys!

-Fred

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PlayMaker Help / animating material color? [RESOLVED]
« on: April 17, 2013, 12:39:09 AM »
Hey guys, yet another question i fell into while working on my graduation project

I have a diablo-style top down dungeon crawler, and when loot drops, i have a shiny effect attached to them so they are easy to see, HOWEVER

I also want there to be loot other than weapons and armor that the enemies DONT DROP (they are in the environment from game start) like potions lying on the tables, scrolls on the ground etc, and these should not have the same shiny effect as weapons and armor (because they are not as "attractive" and it would remove the epicness of when you see a weapon drop with the effect)

I still need these potions, scrolls etc to stand out of the environment so they are easy to spot, and i wondered if there would be any way to animate their material color between white (normal look) and bright red so it would look like the items were blinking red

Is this doable?

Love,

Fred

TLDR: Is it possible to animate material color between white and red to make a "blinking" effect on an item?

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PlayMaker Help / "Int Changed" no option for "every frame"? [SOLVED]
« on: April 15, 2013, 03:40:02 AM »
as the title says, is there any option for using this action "every frame" ? or is there another clever way to do this?

Thanks in advance :)

-Koz

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so im about to have to make an inventory system with picking up loot, changing gear on the character etc but i have never touched arrays before and have no idea how they work =(

It would take too much time for me to stumble around and try and figure it out myself, as im on a tight schedule (graduation project at school)

Any help on this would be greatly appriciated

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