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Topics - tyb51

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1
Android Help / Another android native 'Saved games' issue
« on: July 12, 2015, 06:30:34 AM »
Seeing someone posting about android native, I've decided to also ask some help around android native-plugin.

Could anyone who owns this plugin explain to me what the workflow is to save and load your data. (I managed to get my Easy Save 2 byte-data into 1 string, which i can supposedly save). But then when I actually get to the upload and download to/from the cloud part in my workflow everything seems useless.

The 'create snapshot'-action doesn't really do anything for me, and by opening the Saved Games UI with the 'AN_GameSavesEventsListener'-action and pushing save, there doesn't seem to be happening anything. Also in the original action there was no way to load/save your actual data (but I've added that part myself).

Lack of documentation is also very frustration with this plugin.  >:(Because the names of the actions don't really tell me what they do.

I've looked into the load action which are also very unclear on what they actually do. But I think opening the native Saved Games UI  and tapping the save should be enough. (again I added the load data part myself, which was absent)

Back to the main question: anyone could share a screenshot or something on how to get this to work?

PS: if someone has an easy way to implement the deprecated 'cloud save' that would also be an enormous help, as I had this new 'Saved Games'-ui bulsh*t. (Srry for my language  ::) )

2
PlayMaker Help / Heating Issues mobile game
« on: June 30, 2015, 05:23:55 PM »
Hi,

I'm almost finished with my first mobile game and It's fairly polished to be my first real game. Now I have one major issue I cannot get past. After playing the game for about 2 minutes on the phone (One Plus One (so pretty high end)) the phone get's really hot to the touch. (my beta testers report the same) I checked CPU usage on android and it doesn't seem to use any more then a similar game. In profiler everything also seems normal and drawcalls never go over 50 (that is in menu; in game it's around 20).

I do have a lot of overly complex interconnections between statemachines (again...first real game) and I frequently use the send/broadcast even action. Could this be the culprit?
I must say that my game is 2D and does not really make use of any complex mechanisms and most of the screen is static but 3 continuously rotating levers. Only my menu is pretty intensive because i have many textures.(but this does not seem to be the issue as i have tried to disable these and still the same overheating effect).

I use unity 5.1.1 but it was also present in 5.0.

Has anyone had a similar experience?

3
Action Requests / Compare (e.g.) Color to Array of Colors
« on: April 16, 2015, 04:35:47 PM »
Hi,

I've been struggling in creating a custom action that i need in my project but could be useful for other people.
In essence what I'm trying to do is compare a Variable (here a color) and compare it to a small array of predefined values (again colors here).
(I am going to talk further with the example of color here) If the color is equal to one of the colors in the array it should send the event specified for that color.
As I hove ''null' experience in coding, I have no clue what I am doing. But by looking at some examples I achieved atleast something. The layout of the action is atleast what I want; an option to choose the amount of colors to compare with an event to trigger.

Now my real question is how to actualy make this thing work. I've tried something but I see that it's horribly wrong. Could someone please take a look at what I have and what might be the best way to do this?

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Color)]
[Tooltip("Select a random Color from an array of Colors.")]
public class CompareColorToArray: FsmStateAction
{
[RequiredField]
[UIHint(UIHint.Variable)]
public FsmColor compareColor;
public FsmEvent ifFailure;

[CompoundArray("Colors", "Color", "Event")]
public FsmColor[] colors;
public FsmEvent[] events;




public override void Reset()
{
compareColor = null;
colors = new FsmColor[3];
events = new FsmEvent[] {null,null,null};

}

public override void OnEnter()
{
CompareColor();
Finish();
}

void CompareColor()
{
//here I am stuck .. HELP PLEASE
foreach (Color _color in colors)
{
bool storeResult;
var result = compareColor.Value == _color;

storeResult.Value = result;

//etc etc etc

}


}
}
}

4
PlayMaker Help / Compare Color action
« on: April 14, 2015, 04:01:01 PM »
Hi,

Just a quick question. Is there an easy way to compare color without first converting them into a string?

Many thanks if you can help me

EDIT:
For those who might need this in the future I adjusted another action to make this work for colors.

5
PlayMaker Help / Multiple Bool Test help!
« on: July 29, 2013, 03:07:05 PM »
Hi,

I am having some trouble at using the Bool Test action multiple times in 1 state.
According to my observations if you have multiple it only tests one and skippes all others. Here you have an example:

In my game I'm trying to drag a skill icon (with NGUI) to the skill bar. To do this I check when dragging the icon if I am hovering over a skillslot. Now because of the restrictions that we currently have on implementing NGUI in playmaker, I didn't find a way to (bool)check if I'm hovering over a slot. The only way I found this working is to add an FSM to each and every skillslot where I can use the event 'NGUI OnHover' to flip a Global variable Bool like here:



Now When I have 9 of these global bools, I use them in the FSM where I drag the icon the check in which slot it has to be placed. The issue here is that only the first slot works (as it is the first Bool Test). If this returns true it does what it has to do. If i try to drag the icon to another slot, it directly returns false as it is not the first Bool Test.




Can anyone help with this problem, or give me a whole new direction to think about the icon drag thingy.

PS:Just for more clarification if someone had a better idea on fixing this icon drag problem: what I do when the hover returns true is activate a skill icon-game object. This GO has an fsm to trigger a spell on keypress (with raycast and such) and I assign the properties of the dragged skill to the properties of the docked skill with another fsm.

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