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Topics - Kevron

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Work In Progress... / Kill your darling corporation
« on: November 12, 2013, 12:07:28 PM »
Hi, since I am going to ask a lot of questions in the time to come, I thought it would be nice to show the game that I am working on. Target platform is iPad and Playmaker is helping me making it possible.

Short story: Kill Your Darling corporation is an evil world-leading communication and public-relation agency. They make skin products of Panda cubs.

You need to take them out, one after one.

I currently work on the first level: the receptionist. Its like a tutorial to get familiar with gameplay.

Level 1 - wip

There is a lot missing, but is is definitely a start. So when my questions pops up, this is what I am making :)

Thanks for all support and help this far.


Here are my current threads that I have not solved yet. I´ll remove the threads from this list when they are solved.


Rotate object with input.touches:

Better shuriken collision detection:

Change substance material under runtime:

I appreciate all help on these posting.

Tor Martin

I have followed the steps on how to set up for input.touches, and that works well. Global events fires off on "drag start - dragging - drag end".

I store position, delta and magnitude in the custom action that Playmaker has available.

But how can I take this further into something good :)
I would also like that after the drag, the rotated object "speeds down" from the initial rotation.

Input.touch comes with a script called OrbitCam that contains the behavior I am looking for. But instead of rotating the camera, I would like the object to rotate.

I reckon I can't show the "orbitCam" script here, but for those who have input.touches, you will understand what I am looking for. Here is a web demo (press orb camera):

Tor M

General Discussion / Help with a scoring system
« on: November 02, 2013, 10:27:09 AM »
Hi, I would like to pick your brains on this.

I am looking to develop a scoring system based on how much of your screenspace is filled with a color.

This is what I am thinking:

- bomb goes off, a random number of objects hits walls and other obstacles.
- if you do a "paint by numbers", draw a imaginary line from object to object
- you only draw the line between the "outer objects", so you'll end up a shape that is covering all your exploded objects.
- fill this shape with a solid color and find out how much percentage of your screenspace the shape takes up.
- if the explosion sent object all over the room, you will get a larger shape and higher score and vice versa if the explosion is not so remarkable.

I can draw this out if this looks like a mad mans ramblings, but if you get what I am after, please chime in with some advices.

Edit: I have the explosion working, but does not have a clue how to solve the rest on the list.

Tor M

PlayMaker Help / Change Substance designer material at runtime
« on: October 22, 2013, 05:52:11 PM »

I searched the forum and found a thread on this, but I am not able to change the material under runtime.

I use both the "set procedural float" and "rebuild textures", but nothing much happens. I have attached a screenshot of my setup.

Please let me know if someone see some bad setups.

Tor M

PlayMaker Help / Bloodbath
« on: October 21, 2013, 06:25:37 PM »
Hi fellow playmakers,

I am scratching my head around a little challenge:

Picture yourself an office. In the middle of the room there is an balloon filled with red paint. Inside the balloon there is also a grenade. Grenade goes boom and the office is looking like a nice red Pollack painting.

How would you solve this for a mobile platform?

I have a few thoughts, please correct me if I am on the wrong path.

Path 1: Shuriken particle system goes of in a burst. All the objects in the office has the "Play Maker Shuriken Proxy" and "Get Next Collision Event". A "quad" is generated at every "collision intersection" and is looking through the normal.

I have it working ok I guess. There are some pitfalls that I am not sure how I would solve yet. (i.e Scale of quad created on the floor vs. scale of quad creating at the coffe cup. The quad created on the floor is a ok size, but the quad created after hitting the coffe cup is to large and covers the cup)

Path 2: Shuriken blast hits objets in the scene and reports back where in the objects UV space the particle hit. A texture is then dynamically changed to red splat at the reported "hitplace". I dont know if this even is possible?

Appreciate all help on this one!

Tor M

Here is a scene in the current setup:

There are some funky business going on.

PlayMaker Help / Playmaker Inventory Array Example [SOLVED]
« on: June 13, 2013, 06:52:16 AM »
Hi, I am trying to recreate the array example that does inventory, but I cant find mouse pick event that fires "MOUSE DOWN".

Its a global event, but where does it come from? I guess I am having a brain freeze  moment :)

Edit: Its not a global event.

Tor M

PlayMaker Help / Navmesh and Animator
« on: June 10, 2013, 09:30:31 AM »
I would like to start by thanking you Jean for "converting" the navmesh demo into playmaker. I am playing around with it, and it works wonderful.

I am creating a classic point and click adventure, so when the mouse clicks on the ground, a global vector 3 variable is sent to the "agent destination". So far so good.

But, if the player presses an "activate" icon, I would like to set a fixed position and rotation before "activate animation" start.

I have managed to just set a new vector 3 position upon activate click, and fed that into the animator. But I cant control the rotation. So I guess there is some calculations on the rotation somewhere in your setup (navmesh), but I am not sure how to manually set the desired end rotation of the character.

Thanks for your valuable help,
Tor M

PlayMaker Help / What is "Stack error:1"[SOLVED]
« on: June 06, 2013, 04:30:53 AM »
Hi, I get a error message that I am not sure what means; Stack error : 1

See also attached images, there you can see that it happens with the "wait" action.

Hope anybody can shed some light on this.

Tor Martin

PlayMaker Help / ETA on Navmesh agent
« on: May 27, 2013, 04:48:29 AM »
Hi, and thanks for fantastic good work on Mecanim Animator. I have downloaded and tested the current package found here:

I am only wondering how far away "Navmesh agent" is to be released?

Best regards,

PlayMaker Help / Figuring out a 360 rotation
« on: December 09, 2012, 07:36:38 PM »
Hi, I have spent some time trying to figure out how to know when my Gameobject rotate 360 degrees or more, either positive or the negative direction.

In my case it is a Biker, and I am playing around with a score system based on the bikers "tricks"

I have tested the action "Get Euler Delta angle", and it seems to give me some values about the rotation.

I also followed this thread:

What I have done:

I check if the biker is "inAir" or "onGround"
If "inAir", a gameobject (targetSphere) inherits Bikers position and rotation
I use then "get euler delta angle", where game object is Biker and Target is Target Sphere.
This gives me Angle, Signed angle, Result positive angle and Result negative angle.

Then I am lost.. Is it the right direction? I get some rotation values that does not make much sense to me.
The axis I would like the rotation value for is the X-axis.

I hope somebody could feed this to me in lamers terms.

Best regards,
Tor M

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