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Topics - Martin-Vaupell

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VR Help / Long time PM user, Pre buy VRTK question on remote grab?
« on: February 25, 2020, 10:35:31 AM »
In this package, Is there a "distance or remote grab" action included?

Struggling with SteamVR on this single issue and prevent my progress.
I would easily pay 13£€$ whatever money format for this action at this point.

PlayMaker Tutorials / How I used the playMaker Animator addon
« on: August 19, 2014, 12:16:03 PM »
Youtube instructionional..

*no idea why this annoying SMF software wont display the video, but the link is working..   

PlayMaker Tutorials / EasyTouch 3.x and playMaker
« on: July 23, 2014, 10:07:41 AM »
One way of implementing EasyTouch 3.x in your game using playMaker.

Grabbed a little skeleton guy from the asset store and wanted to play around with him, since he already came with animations.

However, I'm banging my head into a wall here.

For some reason, I can't get the animations to play as I want, or when they play
they play animations I haven't intended to play.

Added a screenshot.

Also on imgur for large one -


Usually I use Easy Touch 3, and enjoy it very much,
however it's not playMaker compatable, so i have to write
scripts to convert each action into a playMaker action.

Are there any known assets in the store or on the web, that has
playMaker support out of the box ?

User Showcase / E-Brain teaser [Android + Kongregate release]
« on: May 09, 2014, 07:53:20 AM »

Link to Kongregate

Link to google play -

The general idea is Brain exercise - using the Stroop Test.

The screen shows you a question, and a text with a color
you ansver the question by selecting a color.

What happens is the part of your brain that identifies text will conflict
with the part that identifies color, this forces your pre-frontal cortex to
step in and take action. This requires a lot more energy and will be considered
an effort on behalf of your brain, or as we call it exercise.

I plan to add a "timed" game mode, right now it's only running on endless.

You can see some of the playMaker FSM's as attached screenshot

How to trigger a playMaker state from scripts

Often used when making interactions between playMaker and other store assets.
Just to make things work together more fluently..

Short video showing it done via. Global values from playMaker,
which is just one of multiple ways.

PlayMaker Help / [SOLVED] - Sendmessage error - [SOLVED]
« on: May 01, 2014, 06:06:18 AM »
I'm having trouble sending a message triggered by a player.


Player enters a trigger, triggers in Playmaker -> Send message -> EndLevel

as seen here

Run the level It's fine while in Unity, however,
when I do an actual build and test, it does not work at all and i get the debug error..

The message is recived by the script here

Code: [Select]
#region EndGame
void EndGame()
// Play sound
audio.PlayOneShot (endLevel);

// Grab and set the starRating

// Mark level complete and unlock next level

// Save money
// Save stats

// next level
// MadLevelManager.MadLevel.LoadNext();
// go to select
Not sure, how and why

Any ideas?


Looking for some Language Localization assets

I'm looking for something supporting PlayMaker and somesort of spreadsheet
making it easy for me to gather localization from various languages using people.

And found this one in the store, it says it has PlayMaker support aswell
and you also get the Speech bubble 2 asset.

Is it worth it?

Any suggestions ?

Top down shooter, and updated the webplayer today with a upgrade shop 'p'
in the pause menu.  :D

webplayer -

PlayMaker Help / [SOLVED]Get Axis Vector in (zero gravity physics)
« on: January 30, 2014, 03:04:14 PM »
Scene with a spaceship and basic controllers

-> Get axis vector
-> Controller Simple Move -- >moveVector

and got a Character controller on aswell.

It works fine, i can move the player etc.
However, when i go into project settings > physics and set gravity to 0

Get Axis Vector does not get input from Vertical and Horizontal anymore.
That means you can't control anything.

Any idea why  ?

PlayMaker Help / keeping mouse inside "fullscreen" when multimonitor.
« on: January 23, 2014, 06:46:30 PM »

Does someone have a simple solution of keeping the mouse "inside" the
game when in fullscreen mode, this is a problem when dealing with
multiple monitors.

Work In Progress... / The distraction work ;)
« on: January 23, 2014, 03:32:47 PM »
So on a daily basis I'm working on a large game, but sometimes it just get to be
to much and annoying, or i get stuck doing some weird loop.

When that happens, i always turn to Unity and playMaker for some fun.
My latest fun was a top down shooter, tank/mech style and this part was making
3 AI modes work, entirely in playMaker.

- Turret mode
 * has range, look at player, attack + follow when within range.
- Guard mode
 * same as Turret, but will agro the player, stop after a range limit.
- Patrol mode
 * Same as Guard, but will patrol between 2 or more waypoints, chase the player, return to patrol if player escapes view range.

just added
 - pickups
 - weapon upgrade
 - exploding mesh

just added
- Moving platform (vertical) many issues with this thing.
- GUI items + debug info
- AI ajustments
- Life pickup

And here is a video of what i got working :D

Webplayer + PC and MC dl links (just above the webplayer)

Man, I love playMaker worth every dollar..

PlayMaker Help / Control check trigger event, "catch player if moved"
« on: January 19, 2014, 09:06:02 AM »
Having a sliding door trigger, all works perfect.

Closed -> opening -> Open -> closing -> return.

But, if a player enters the trigger and initiates the opening sequence but leaves
before it finishes or at once, the door remains open.

So i'm thinking in the "open" state i want to add a Wait, 2 secs. then go
and check if the player is still inside the trigger, so either close or go open.


How do i check if a player is currently in the current trigger?

OnTriggerStay is really only if the play "stays" in the trigger to begin with right?

- Currently I just have a timer, closing the door in any case after a few seconds.

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