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Topics - curb47

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1
PlayMaker Help / Easy Save - quick question
« on: January 12, 2021, 04:57:07 AM »
Hell there,

I hope you're all well.

I've been looking at Easy Save, and it appears to have a function that can save/store game objects and the Transform data.

This is the scenario - In my game you pilot a little short range fighter spaceship, but are dependant on a mothership orbiting in space for things like upgrading weapons, asset management etc.

When you dock into the mothership it loads a new scene, the mothership interior. This scene is NOT an additive scene.

If you're whizzing around in the fighter ship and a load on enemies spawn, and you take damage, or the mothership is damaged, you can dock with the mothership mid-battle so replenish health, fix the mothership etc. This loads the mothership scene.

The way the game is at the moment, when you exit the mothership, and launch your fighter spaceship, all the the enemies that you were fighting are gone because the game re-loads the gameplay scene.

Am i right in thinking that Easy Save can save all the positions and variables of the enemies, so when you exit the mothership the battle can continue from where you left it?

If that's the case, that would be AWESOME!

Thanks.

2
PlayMaker Help / Change Material of pooled Prefab before spawn?
« on: January 05, 2021, 01:08:19 AM »
Hiya, hope you're all well.

I've got a brain stretcher...

My little spaceship fires lasers, which can be upgraded through 5 levels of power. Here it is at level 1, a single laser...


The laser object exists as a pooled (Pool Boss) prefab, and uses the Draw Line action...


With each level of upgrade I'd like to change the colour/material of the Prefab so the change in power level is clearly indicated in the gameplay.

I've got the power lever system sorted out, so as you upgrade, the damage done increases, the issue I'm having is I'd like the material to be updated, on all the Pooled objects before they are spawned, however, the objects are disabled (of course) and I can't seem to add them to an array or 'find' them. Know what I mean?


I thought I could just make 5 different Prefabs of the Laser (LASER1, LASER2, LASER3 etc) , each with a different colour/material and depending on the upgrade level, Pool the corresponding Prefab. I think this would work.

I guess I'd like to streamline the process, and if it's possible to just change the material, that would be better.

Thanks in advance.

J.


3
PlayMaker Help / Move project from Mac to PC.
« on: December 26, 2020, 02:02:21 PM »
Hi there,

I've been building my game on my mac laptop but have recently inherited a powerful PC from work.

I've installed Unity on it for another job, and I was wondering how straightforward it would be to move my entire project over?

Or should I stay well away from such an idea?

Thanks.

4
PlayMaker Help / How to decipher error message?
« on: December 21, 2020, 02:34:33 AM »
Hi everyone, happy Xmas and all that.

I've got a debug error message that keeps popping up, and I can't figure out why.

The error isn't affecting the performance of the game at all (at least, i don't think it is) but I'd like to find out if there's another FSM that's looking for it, or if a variable is being looked for, that now doesn't exist.

Basically, how do I interpret this debug message to reveal exactly what is 'looking' for the missing (old/deleted) FSM?



Thank you.

J.

5
PlayMaker Help / Get Collision Info weirdness
« on: December 15, 2020, 10:06:13 AM »
Hiya,
I've got a problem. I need to move my spaceship health/stats/forcefield/energy etc over to a Manager object, and off the spaceship object itself.

The spaceship has a rigidbody & collider, and works fine.

When the spaceship collides with an object, such as an asteroid, I need to get the Relative Velocity to calculate the amount of damage done to the ship, or how much energy is drained from the forcefield.

When the Get Collision Info was on the spaceship, it worked fine:


I have reconstructed the entire FSM from scratch on a different object (ship Manager) to avoid any copy/paste issues, but when the ship collides with an object, the Get Collision Info is not registering the Relative Velocity:


What's going wrong here?

Thanks.

6
PlayMaker Help / Game Manager loaded into new scene
« on: December 14, 2020, 03:00:17 AM »
Hiya, been a little while. I hope you're all well.

Due to intense work commitments I've not touched my game for a few weeks, but now I'm back on it and picking up from where I left off...

The last thing I asked about was carrying variables from one scene to another, using 'Don't Destroy on Load', and it all worked out perfectly...

https://hutonggames.com/playmakerforum/index.php?topic=22928.0

Continuing the same theme, I've hit another brick wall (story of my game-dev life!) . I have 2 scenes -  1) the main gameplay which is basically a spaceship whizzing around shooting stuff, and 2) when you're docked in the Mother ship which is more about resource management and upgrading weapons etc.

I have a 'Don't Destroy on Load' Game Manager defined in scene 1), which carries all the variables I need into scene 2).

My question is probably a total n00b thing,- When I'm in editor mode, and setting up the UI, etc for inside Mother Ship (scene 2), how can I use all the variable values and names from the Game Manager if it doesn't exist in the Hierarchy of the scene?

Make sense?

Thanks in advance.

J.

7
PlayMaker Help / Tweening Rect Transform for UI [SOLVED]
« on: November 23, 2020, 04:38:56 AM »
Hello,

I'm trying to tween a Canvas Image so that it slides off to the left or right upon a button press. The button set-up etc is no problem, it's just the Rect Transform that I can't get right.

I'm using DoTween, but in the settings for the action, the Transform variables don't match the Rect Transform settings...



You can see the 'To' is X, Y and (W)idth, (H)eight.

But in the Rect Transform for the Image, it's Left, Right and Top, Bottom.



So, in a nutshell, which DoTween should I be using to animate the Image sliding off screen?



Thank you.

J.

8
PlayMaker Help / cross-object Collision Event / Store Force weirdness
« on: November 18, 2020, 01:33:29 AM »
Hello,

I'm currently cleaning up my project and have decided to jiggle some FSMs around to make a more manageable/cleaner hierarchy. I've encountered this weird thing:

In the original set-up I have the 'health FSM' on the player spaceship, which is rigid body/colliders etc, and upon a collision I use the Store Force on the Collision Event action to calculate how much damage is done to the spaceship, depending how fast you collide with something:



However, when I move the FSM onto a separate Object, a Health Management Object, the Collision Event doesn't register the Store Force float:



I've got it set up correctly, and the other systems in the Health Management work fine, it's just the Store Force. Anyone know why this is, or what I'm doing wrong?

Thanks.

J.
 

9
PlayMaker Help / DoozyUI v3 & Playmaker
« on: November 18, 2020, 01:08:22 AM »
Hello there,

Does anyone here use DoozyUI v3, and actually had success with it? I'm trying to get some relatively simple things done, but the functionality just doesn't seem to be there, so the obviously conclusion is that I don't know what I'm doing!

Thanks!

10
PlayMaker Help / DoozyUI v3 & Playmaker
« on: November 03, 2020, 07:36:31 AM »
Hello everyone,

I hope you're all well.

I just wondered, does anybody have experience using DoozyUI v3 with Playmaker?

I've started down the road of building a system and thought I'd need to chat with somebody at one point.

Thanks.

J.

11
PlayMaker Help / New Scene / Store variables etc [SOLVED]
« on: October 27, 2020, 04:19:07 PM »
Hello again,

I'm at the point of my game where i need to start implementing a system that carries data from one scene to another.
The simplest example is, I have my little spaceship whizzing around, you collect some stuff, you take some damage, you lose energy etc, and when you dock into the mothership, it loads a new scene that represents the inside of the mothership but is just 4 sliding screens where you can upgrade weapons, get more health re-charge energy etc.

If you go into the mothership with 50% health, and you don't restore health whilst inside, when you leave the mothership your health should still be at 50%.

I looked at Easy Save, which has good reviews bit I don't think it's exactly what I need.

Is there a Playmaker system that handles this kind of thing?

Many thanks.

J.

12
PlayMaker Help / How to extend the Max Rows setting on an Array List
« on: October 26, 2020, 04:01:49 PM »
Hello,

I've got an array set up for my spawned enemies. When the game is not running the inspector shows this:


When the game runs, the component changes to show this (below) where there is now a Max Rows slider, set to 10:


In the game, if it's all kicking off, numerous waves of enemies can spawn, totaling more than 10, here you can see the contents is a 32:


When you shoot/destroy an enemy, it is removed from the array list, and the remaining objects (prefabs) on the list are sent various events depending on other variables. So, the array list is basically a list of 'alive' enemies.

The problem is, if the number of enemies has been quite high, like 32 in this this case; after you have destroyed them all in the game, there are still some left on the array list. Surely, if there are no enemies alive the array should be empty.

This screen grab shows the array list has a content value of 8, but in fact, there were no enemies alive at this time.


Do I need to somehow extend, or +1 at each enemy spawn, to the number of max rows? Or maybe there's something I'm missing?

Thanks in advance for any help.

13
PlayMaker Help / Pooled Prefab to array list[SOLVED]
« on: October 26, 2020, 07:27:50 AM »
Hello there,

I've set up an array list on an Enemy Manager object, and when the enemy prefabs are spawned, they add to the list okay, but I can't get them to remove themselves from the list when they are destroyed.

My final aim is to have an array list of currently 'alive' enemies that I can go to, to send an event, rather than using Broadcast All.

How do I get them to be removed form the list when they are destroyed?

Many thanks.

J.

14
PlayMaker Help / Fixed Update, Late Update or V-sync [SOLVED]
« on: October 21, 2020, 04:47:30 AM »
Hi ya,

I've had an ongoing issue with my background objects (flat Quads with a png on the material) stuttering really badly when the camera is moving up and down. I've tried various combinations of the available Update options on the actions, and applying a Fixed Update component to the objects, but things only get worse, never better.

I'm thinking it might be a deeper V-sync issue, not an Update issue. Is there any way to explore V-sync options?

Here's the FSM for the background layer, it's very simple:


15
PlayMaker Help / Best Pooling System available for Playmaker?
« on: October 14, 2020, 03:46:20 AM »
Hello,

Can somebody recommend a pooling system that includes Playmaker actions, one that is supported on the Unity store?

I was looking at Pool Boss, Pooly (unsupported) and a couple of others. Pool Boss seems okay, but if there are any recommendations I'd love to know.

Many thanks.

J.

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