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Topics - part12studios

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Hi everyone,

So something I was used to having in Construct was a debug mode where you saw the game and in a window below could see all of the global variables values change in real time..   this was really handy to quickly assess if various logic / math was firing off correctly, especially when you might have numerous global variables managing various game states..

 In my first flappy bird iteration I managed hack something together showing a single variable, but if i have 5-6 this seemed like a really messy way making a text field for each and having to update them all with their own playmaker events / states /etc...

I was hoping maybe this can be done in some view I'm unaware already.  It seems like Unity itself would offer something like this as well, I just haven't see it anywhere. 

Thanks!
Caleb

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Hi everyone,

So I'm a long time Construct 2 and 3 user, but I'm ready to master Playmaker. 

One of the basic things that I took for granted with C2 is to be able to easily compare something.  For example.  Let's say I make a pool of 5 sets of obstacles.  I would want them to "teleport" back to the other side (endless runner for example) when the object is number of units of space to then jump over.

As I go through various actions in PM, I find I'm having to figure out which things what certain data types and this proves confusing to really give PM what it wants so I can do what I want.

In my mind I would think I could just setup an FSM that is like...  "when object is 5 units behind player, move object +10 X units ahead of the player.

I'm not saying PM can't do this, but on a gut level I think to myself I would in the object's state machine, continuously compare  object X - player X.  when answer is greater than 10, move object +10 x units.

I imagine each "clone" of the original prefab would be measuring this individually so when each individual's distance goes over the 10 unit value they operate independently. 

This has proven to be difficult for me to express because for example i would (gut instinct) do something like "get vector 3 value" of an object, which I assume is the objects XYZ value, but the action wants a vector3 variable.. 

This has stumped me for awhile and I think that if I can wrap my head around how PM properly compares various values would open up a lot of possibilities.

Thanks!
Caleb

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PlayMaker Help / Trouble with Triggers (resolved)
« on: July 07, 2018, 08:27:07 PM »
Hi everyone, I'm basically new to PM (used it back with Unity 4.x last time) and this time I'm happy to report I'm having some much better luck with things this time thanks in part to Jonathan O'Duffy's tutorials, but I'm hitting a bit of a wall on this one and can't figure it out...

So I'm doing a flappy bird game.  I've left Jon's tutorial and basically making it my own way and it's going well because I wasn't getting the same results he was following him.. so..

I have pipes spawning in flappy bird fashion..  game is working and so i moved to the scoring system.

my thought was that i'd make a prefab that has a trigger box between the pipes. hit the pipe and int add..  i put the trigger event on the "bird" object and when it enters a tagged item (the trigger box) it should fire off..  but it doesn't.. 

This is where I get confused.  If I don't make the object a trigger.. it works!  but of course it hits a solid object and fails to proceed even though it's invisible.  if I disable the collider of course then the object passes through it but no trigger event occurs. 

So I feel like i'm close.. since I can get it to work when it touches the trigger, but fails to register the object entering it when it's active.

I imagine I could come up with some other ways to achieve score, but I really thought this would be the way i'd like it done and i don't think this is a strange way to look at it, but clearly I'm not doing something right and could really use some help!

Sincerely,
Caleb

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PlayMaker Help / Seamless scrolling for a top down driving game
« on: August 01, 2013, 07:10:35 AM »
Hi everyone,

I'm looking to create a game that would deal with a hovering camera over a moving 2d plane below..  like a 3rd person camera following a car..   the game would actually be fairly stationary, but i need to create the illusion of movement by having the ground scroll seamlessly.  for now a perfectly flat 2d plane would be fine, but of course eventually having terrain would be ideal.. but i'll cross that bridge when i get to it..

I see a number of move actions, but i find them all to be really iffy as the "right" way to get an object to move at a consistent speed..  and be a seemless loop. 

Using gamesalad i would have two tiles..  each would have a "move" behavior that has a variable for spees.. these tiles would be told to move at that speed in a certain direction..  then when either object reaches a certain negative Y position (game is moving vertical) the object would instantly be placed at the top of the screen.. 

I just don't know how to translate that kind of logic to appropriate actions with Playmaker in Unity. 

Thanks!
Caleb

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PlayMaker Help / [SOLVED] Need help with a bool test situation
« on: July 30, 2013, 11:33:16 AM »
Hi there,

Ok so I'm doing a pretty simple thing..  i have a box which i click which is my "on / off" object..   it is intended to control a light to make it toggle between red and green.. for off and on states..

1 - the cube itself works great.  i have it change color as well (blue and yellow) and i can see in the flow that it looks / works right.. 

2 - this switch box controls a global bool..  this bool is in the logic of the cube so i know that while it's changing from blue to yellow, it is also changing the state of the global bool value

3 - Here is where it seems to fail.  the light itself that is to change color has a "Test Bool" on it..  with two outcomes.. if it's true, make it green and go back to bool compare.. if it's false.. make it red and go back and compare..  every frame..   

yet what happens is that it goes red (because it is false by default) and does not toggle.. here is a screenshot to hopefully help.  It seems like I'm doing it right, but maybe there is something about bools or playmaker that i'm not aware of.

Thanks in advance for your help!

Sincerely,
Caleb

6
PlayMaker Help / [SOLVED] How to do Modulo Math in Playmaker?
« on: July 25, 2013, 01:58:45 PM »
Hi there,

I have used Modulo in GameSalad and thought it might work well in this environment as well, but maybe its unnecessary.. 

so my intent is to have an INT variable..  when something is clicked it would become 1..  when an object is clicked again it would become 0.. using this formula:

( Var Name +1)%2

this way i can simply keep adding +1 to a variable each time a button is clicked but the number would keep flipping between 0 and 1..  which has worked well for me in the past. 

Thanks!
Caleb

7
PlayMaker Help / [SOLVED] Viewing Vars as Text Fields Question
« on: July 25, 2013, 12:16:04 PM »
Hi there,

I'm doing some work with bools and am not sure that the values are updating.  i was wondering what the most straightforward way would be to quickly have a text field that would update in real-time so I can see those values change.

doesn't have to be pretty or anything.. just an efficient / simple way to throw information on the screen to validate that data is changing when events happen. 

I've been trying things and nothing seems to be working. 

Thanks!
Caleb

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PlayMaker Help / [SOLVED] Need help with "listeners" in PM
« on: July 25, 2013, 03:48:28 AM »
Hi there,

What I want to do is to click one thing and effect other things with a global variable.  Like clicking a object to effect something else.

In the action list, what do use to "listen" to a global variable in order to cause an action to occur in that object? 

Thanks!
Caleb

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PlayMaker Help / where does my TRIGGER ENTER vanish too?
« on: January 12, 2013, 09:37:06 AM »
Hi there,

I've run into this a couple times and can't find a reason why this happens.. but i go into an object, create a FSM and put a TRIGGER ENTER on it.  Then i do some stuff.. maybe remove it or whatever and then i find that the TRIGGER ENTER option is gone, only EXIT and STAY remain..  i delete the object that i applied the trigger too and the option is still missing.  I have had to reload scenes to get the option back.  I'm just not sure why this happens.

Thanks!
Caleb

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PlayMaker Help / parenting objects question [SOLVED]
« on: January 12, 2013, 09:34:53 AM »
Hi there,

i'm following a tutorial that i watch and i see him drag an emitter into the folder of the object the particles are associated with..  in his video the particles don't rotate with the coin, but when i do its rotating with the coin..  i am doing it the same way as best i can tell..  so how would i parent things together, but not be bound in such a way

Thanks!
Caleb

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PlayMaker Help / 03 - Triggers tutorial question[SOLVED]
« on: January 09, 2013, 01:28:24 PM »
Hi everyone,

I'm new to Playmaker and I'm loving these tutorials, but i hit a snag on this one:

http://www.youtube.com/watch?feature=player_embedded&v=BYwkd80T5Zk  

In it he explains the trigger setups which makes perfect sense and i'm pretty sure it works, but it seems like he already has a movable object setup at the start of the tutorial so he just goes in and starts moving an object in - out of the trigger.. problem is i don't know how to set up an object to do just that..  to make the sphere move around.  

Thanks!
Caleb

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