Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - volcank

Pages: [1] 2
General Discussion / Scenes or Prefabs as levels.
« on: September 08, 2020, 06:35:21 AM »
Hi guys I am about to start a game and will make it both for mobile platforms and also for PC and MAc etc. Only I am not sure which route to go in terms of creating levels. Normally in mobile I use prefabs for creating levels and call them as the game progress and use only one scene for the whole game except the shop etc. I wonder if this situation works when it comes to a bigger game like a platformer etc.

I would appreciate your advice.


Action Requests / More Mobile Friendly Actions
« on: September 08, 2020, 06:32:44 AM »
Hi I use playmaker and love it only it really lacks when it comes to touch controls for mobile platforms. Even when we create a touch event we can not see its result in preview mode unless we connect our phone etc. I normally use "Lean Touch +" Plugin but I am sure many of those actions can be added to playmaker. Such as touch to make a swerve movement on player, or touch to rotate like Helix Jump Game etc. And most important being able to see the result while testing in preview window in Unity.


User Showcase / Crate Looter at Apple Appstore
« on: August 08, 2020, 07:05:22 AM »
Another game of mine created with playmaker is also available at apple apsptore.



User Showcase / Pop Da Candy at ios Appstore
« on: August 08, 2020, 06:49:17 AM »
Hi everyone. One of my latest games created with playmaker is available at ios appstore. Check it out!



PlayMaker Help / Performance slowed down dramatically!
« on: April 14, 2020, 07:31:15 AM »
I am making a mobile game ( for iOS) and it is touch based game.  I use mouse pick event to touch the objects on the scene and destroy them. Basically making a game like toon blast. So the same colored objects (lets say candies) if they are touching each other they all get destroyed like a chain reaction.
I also create levels as prefabs in only one scene and each prefab has the game borders level set up and most importantly has around 160 small spheres created at once in that prefab. Also what those spheres make is (they don't have collision and also shadow cast and recieve is off and without rigid body) once they are created they had random events in them and creating 4 different sphere objects with different colors so the level is created like that.

Everything was working fine and the game play started quick in preview like 3-4 seconds and in mobile it had good performance. But I also wanted to add a shop system and I did it with integer variable. So basically I would set that int with playerprefs like if that is 3 then those 160 spheres would spawn a different kind of candy with different colors. So I have 9 different candies. When I did this shop thind things changed totally. now it is taking around 25 secs for preview to start and also same with mobile after showing Unity logo it takes again around 25 seconds for game to start. I wonder what might be the problem. Can that be that the meshes are heavy for all other candies and Unity is calculating them. Or the variable I am using causes that like I should use string instead of integere etc.?

I also have an object standing at top of the candies and when the candies start to be destroyed that object at top starts to fall down like Candy Crush games etc.

The game was almost finished and now I am facing this issue and I would appreciate your advice! Thank you so much!

General Discussion / 3D Zombie shooter course!
« on: October 01, 2019, 12:02:18 PM »
Hi everyone,

I just uploaded the first 10 videos of my Udemy zombie shooter course to my youtube channel. I guess will upload the rest! But for now only 10 videos for a start. I hope you like it and any advice is appreciated. I would appreciate if you could subscribe to my channel for support. Thank you.

Hi everyone,
Just excited to share with you that my first Unity and Playmaker Template is accepted by Unity Asset Store. Check it out!

Thank you and Happy Gaming

General Discussion / New Course At Udemy
« on: September 20, 2018, 04:42:51 PM »
Hi guys,

I just created a new course at Udemy where I teach to make a Zombie Shooter game. Hope you like it.

PlayMaker Announcements / New Playmaker Course At Udemy
« on: September 20, 2018, 04:42:36 PM »
Hi guys,

I just created a new course at Udemy where I teach to make a Zombie Shooter game. Hope you like it.

PlayMaker Announcements / Udemy Course
« on: August 08, 2018, 01:57:02 PM »
Hi everyone,

Just created a basic tutorial at Udemy for creatin an action adventure game. The course link is below.

PlayMaker Help / New Course At Udemy
« on: August 08, 2018, 01:55:47 PM »
Hi guys,

I just created a course at Udemy on making a small action adventure game. The link is below.

PlayMaker Help / How to save score when game restarts[SOLVED]
« on: July 21, 2018, 05:14:44 AM »

I am making like a loopable game where if the player reaches and the game restarts only the whole color theme will be changed and I will like add 1 to the Level Progress Bar so it will give the illusion of level progress. I make random scenes using object pooling. The thing is  I want to have the final score that player earned when the game restarts. If the player has 100 points at the end of level I want the game to restarts with 100 points. But if game is over I mean player dies then naturally the score should set to 0.

I used playerprefs for saving highscores so I can save highscore only couldn't implement that in saving score when player restarts the game. Or should I make different scenes (levels) to player will jump to next one and maybe there is a way to save score when jumping to a scene?? I would appreciate any help.

Thank you

PlayMaker Help / Collision event problem with jumping.
« on: July 19, 2018, 01:57:05 PM »
Hi I am creating a project which ball automatically jumps by itself. So my basic events are I have a collision event and when collided with an object tagged (Platform) it adds force of 430. So basically I have a jumping ball and basically you tap screen to move forward. How ever in some of my tiled objects I have like 2 tiled platforms right next to each other and what happens is if ball falls right between the 2 paltforms it is affected by both colliders so jump force doubles and becomes 860 and jumps up too high. How can I get rid of this kind of glitch? I added a wait event of like 0.001 so it seemed to take it away somehow but still it happens during the game. Please check screenshots. I would appreciate your help.

Thank you!

PlayMaker Help / Easy Mobile or Stan's Assets
« on: July 08, 2018, 03:50:21 AM »
Hi guys,

I am a mobile game developer and trying to switch to Unity and I have been going back and forth between purchasing a mobile game plugin which are easy mobile and Stan's Assets. Which one would you advice and is easy and less buggy? I would appreciate your input and suggestions. I need the basic things like ads, game center, character unlocks, in apps etc.

Thank you

Volkan Kutlubay

iOS Help / Stan's Assets or EasyMobile?
« on: June 06, 2018, 10:40:10 AM »
Hi guys,

Planning to buy a plugin package and I see there are 2 products out ther which I mentioned in Subject. So they both seem to have playmaker actions. Which one would be best to buy Stan's Assets or EasyMobile?

Thank You

Pages: [1] 2