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Topics - mikejkelley

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Work In Progress... / PilotThings 1983 VR
« on: November 07, 2018, 04:51:07 PM »
PilotThings 1983 VR is a casual flight sim (with a twist). After struggling with realism in VR:

and then trying a more cartoonish look:

I've finally selected an aesthetic and theme:

Flying over the city only produces about 39 set pass calls!

TimeCop 1983 has agreed to let me use some of his tracks! And the creation of the game will feature in the textbook I'm writing for Taylor & Francis: No-Code VR Development Using Unity and Playmaker. :) I'll be blogging development and excerpts from the book's chapters at

General Discussion / A book, a dream job, cancer.
« on: November 21, 2016, 09:46:19 AM »
This year has been a mixed bag. My Playmaker text book, No-Code Video Game Development Using Unity and Playmaker (, was published through Taylor and Francis in June!

Like I always told you, if you put your mind to it you can accomplish anything!

In September, I was headhunted for his dream job: Evangelist for Unity Technologies (Asia) in Seoul, South Korea!

In October, however, I was diagnosed with cancer. So now I have to live within 40 miles of the Roswell Cancer Institute in order to qualify for treatment. And everything I did to qualify for my dream job (working overseas, contract book writing), now works against me, disqualifying me for Disability. :(

No more dream job and instead, cancer. So that part sucks.

If you're interested, I managed to retain audio/visual rights, so Section 1 (Intro to Unity) of the book is available free on youtube:

PlayMaker Help / SOLVED: Joystick input names in Playmaker Actions
« on: December 15, 2015, 09:33:35 PM »
In the input manager I use "joystick button 2 (even though the type says "Key or Mouse Button")" successfully. Entering "joystick button 2" in the Get Button Down Action does not work however. Please advise.

PlayMaker Help / Cycle selection of enemies based on proximity[SOLVED]
« on: October 06, 2015, 06:18:07 AM »
I have three enemies swarming the player. I want the player to be able to select the closest enemy by pressing the space bar. If he/she presses the space bar again, the second closest enemy is selected. If he/she presses the space bar a third time the third closest enemy is selected.

I have an array. All the prefabs add to the array successfully and are arranged according to their distance.

The problem is I don't see a way to continually update the list (as the distances change) since there's no Every Frame checkbox.

I'm new to ArrayMaker.

General Discussion / :SOLVED: Alex? Jean? Anybody there?
« on: August 06, 2015, 01:06:33 PM »
Hi guys, I've been trying to get back in touch w/ you for weeks now. I've got an upcoming meeting w/ the publisher, I'd love to be able to give them some good news. If you're not interested that's fine of course, please just let me know either way. Thanks! Keep up the good work!

PlayMaker Help / Reset Time Since Lvl Load on Reload?
« on: July 10, 2015, 04:14:00 AM »
I have a random spawn fsm that depends on Time Since Lvl Load initializing at 0. However, when I restart/(re)load the level, it seems as if the Time Since Lvl Load clock doesn't restart. It keeps time through the reload. Is this the case? What's the work around?

PlayMaker Help / Breadcrumbs
« on: January 28, 2015, 07:34:51 AM »
I'm trying to create a very rudimentary waypoint system similar to UT2K4's. I'm using Raycast and Find Closest to determine which breadcrumb is closest and unobstructed, saving as closestBreadcrumb GO var. I then Move To closestBreadcrumb. Then I save closestBreadcrumb to Ineligible1 GO var and step Inelligible1 to Ineligible and Ineligible to Eligible. The idea is to make the closestBreadcrumb breadcrumb ineligible for two turns so that the sphere doesn't just ping-pong between the two closest breadcrumbs. The problem is that closestBreadcrumb never becomes Ineligible1.

Any advice, much appreciated!

//To get it working at all you need to add tags "obstructed" and "inelligible" (sic) and load scene1a.

User Showcase / RPG Heroes w/ Playmaker Templates!
« on: August 14, 2014, 07:00:03 PM »
Hi all, I'm wrapping up my first Unity Asset Store asset. I hope you like it and can find it useful! It includes playmaker templates including a template that allows players to buffer attack inputs. $5! You can't beat that with a stick!

WarriorPrincess – 4452 polygons
WarriorPrincessAccessories – 7790 polygons
KingRuler – 3171 polyons
KingRulerAccessories – 4044 polygons

* Includes Mecanim controllers
* Includes Playmaker templates
* Includes motion capture animations
* Includes highly ornate and custom animated accessories
* Includes beauty renders for profile images/character select screens

PlayMaker Tips & Tricks / best way to freeze a character in place
« on: July 28, 2014, 07:43:53 PM »
I've been using Get Position Set Position but I imagine this is the least graceful way to do that.

If anyone's interested I created a tutorial for creating a cape in 3ds Max for use in Unity;

YMMV, I've encountered bugs in additional animations;

Awhile ago my workspace was featured on Maybe I've ideas you can use?  :)

Finally, around the same time I was on a podcast w/ Unity3dNews. It's worth checking out his channel! 

PlayMaker Help / [SOLVED] Normal and spec maps stopped working.
« on: March 01, 2014, 03:11:06 PM »
This is actually Unity related, not rly a Playmaker issue, plz forgive...

Without changing lighting/rendering/build settings, in my latest web build the normal and spec maps no longer work. I went back to an earlier build and the maps have now stopped working on that one, too. It looks like crap now. I've tried on different computers with upgraded and not upgraded Unity web players. I saw someone had a similar issue w/ ANdroid builds and I used his suggestion of adding a directional light that had NDE.

Someone else MUST have encountered this.

PlayMaker Tips & Tricks / Did u know u can max a window w/ spacebar?!?!
« on: January 17, 2014, 02:07:36 PM »
And if you did know, well why didn't you tell me?!?!  :P

So much is going wrong. It's easier to explain in a short video.

Please assist, this is standing between me and game completion.

PlayMaker Help / Unintentionally killing the enemy in one shot.
« on: January 12, 2014, 02:46:15 PM »
Character is firing a semi-auto. I've made sure to set the raycast interval to 0 and to reset my raycasterWhatHit game obj var to an empty game object each time the mouse button is released.

The enemy's health manager is set up as in the attachment. Health is 100, damage is 34. In game, health becomes -2 with one shot, indicating that the event is running until it satisfies the less than condition.

Why isn't it running once then exiting?

PlayMaker Help / Playmaker vs. Mecanim
« on: December 13, 2013, 02:39:39 PM »
Both are state machines. What advantages are there in using Mecanim instead of Playmaker for purposes of animating?

Originally I decided to use Mecanim because of the potential of using body masks in override layers. This has proved useless for my purpose as there's (currently) no way two concurrent animations can animate their respectively controlled bones with their respective root transformation/rotation parameters. One root transform to rule them all.

So long question short, why would you use Mecanim instead of Playmaker? Is it just the blending functionality?

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