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 - iEpic

Pages: [1] 2
PlayMaker Help / UGui Input Field On Submit Event
« on: February 27, 2017, 04:51:56 PM »
This says it only fires when the user presses enter, and not if the field looses focus, but it's always sending the event if I click out of the box or click anywhere else.

I need to only send the even when they press enter, because it uploads a string to a SQL database and if they try to cancel it, it still sends the event when they get out of the field's focus.

I finally finished making my asset store package for playmaker, and I thought I would share it here!

Check it out on the Asset Store!!/content/75341
Try A Playable Demo of the Asset here!

Advanced Health, Life, Continue, & Respawn Manager For PlayMaker.


Everything Commented With Descriptions

Advanced, Dynamic Death Menu

1 - Very easy integration with your current project.

2 - Makes designing levels extremely easy by dragging and dropping, and not worrying about anything.

3 - Advanced health, life, and continue managers linked together to perform advance options.
• You can decide to use only player health, health with lives, or health with lives & continues.

4 - Easily integrate with in app purchases to add lives or continues purchased.

5 - Advanced Saving Options:
• Saves the amount of lives and continues to the playerprefs.
• Each object you drag and drop in your scene will automatically generate a unique name with the current level name. This allows you to determine if the player can only get the pickup one play-through, or is able to get it every time the level is loaded.You can set this for each pickup item by simply selecting the option in the inspector.

6 - Advanced Health Options:
• Decide to use icons or numbers to display the amount of health remaining.
• Set how much damage a gameobject produces by changing the value in the inspector.

7 - Advanced Respawns:
• Respawns & checkpoints are linked to the life & continue managers.
• Allows the player to respawn at current checkpoint on death if lives are remaining.
• If no lives are remaining, give the player the option to use a continue to spawn at the current checkpoint.
• If no lives or continues remain, a different death menu will show, explaining that they must restart from the beginning of the level.
• You can decide to use/mix and match any feature mentioned above to suit your game.

8 - uGui Death Menu
• Re-designs itself depending on the amount of continues remaining.
• At death the player can choose to restart the level, or use a continue if no lives are remaining.

9 - uGui buttons added for easy testing

10 - You will learn some new skills, and it's fully commented for easy understanding and tweaking.


PlayMaker Help / Sending Global Event From 2D Raycast
« on: January 18, 2017, 01:51:34 PM »
Is there a way I can make this hit event send a global event instead of a local one??

PlayMaker Help / Using too many Bools???
« on: January 13, 2017, 12:47:45 PM »
Does using a lot of global bools and testing them every frame impact performance at all?

I spent a couple of months making a really awesome asset store package using playmaker and they just denied me because of the PlayMakerGlobals.unitypackage inside of my package.

This is what they said... "We ask that you remove the .unitypackage from the submission as these files obscure the content of the package. If the content is essential to the submission then extract it into the file structure."

I added PlayMakerGlobals.asset in my Plugins>PlayMaker>Resources folder, and it works correctly on new projects, but how can I import the global variables into a project that already contains previous global variables without adding the PlayMakerGlobals.unitypackage?? I don't want it to overwrite people's globals in their projects.

Thanks, and let me know because I'm kind of stuck right now and it will be greatly appreciated!

PlayMaker Help / Importing Globals From Unity5 to Unity 4.6
« on: November 15, 2016, 09:45:14 AM »
I've been working hard getting an asset store package that uses playmaker ready for release, but I'm having problems getting the global variables to import into Unity4.6.3f1
I created the project with Unity5.4 and exported the globals with that.
When I try to import them in Unity4.6.3 it says it couldn't decompress the package and there are no globals to import.

Does anyone know what I'm doing wrong??
Thanks in advance for anyone who can help me out.

General Discussion / Releasing a Playmaker Asset Store Package
« on: October 30, 2016, 01:26:11 PM »
I have a really great idea for an asset package that uses playmaker, and I've seen other kits and packages using playmaker.

I was wondering if I had to have permission from you guys, or is there anything special I need to do?

Thanks and let me know!!

PlayMaker Help / Set Property Not Working On RigidBody2D Constraints
« on: October 28, 2016, 12:56:00 PM »
I'm trying to use a Set Property with my Rigidbody2D with a constraints, and the value I'm trying to set is Freeze Position X.

You can select the Freeze Position X value, but there is no check box to turn it on or off like all the other set property components.

Is this a bug, or am I doing it wrong??

PlayMaker Help / Playmaker Slowing Down Unity?
« on: October 06, 2016, 12:49:10 PM »
When I press the play button in a brand new empty scene, it takes about 16 seconds to load and start up.

If I delete playmaker and all of it's scripts, it only takes like 1.5 seconds to load and start playing.

What could be causing the extra 15 seconds to load when I press the play button on an empty scene?

I would love to figure this out because it's driving me crazy.
Thanks in advance for anyone who can help me out.

PlayMaker Help / Send Event VS. Send Event By Name
« on: October 05, 2016, 01:02:21 PM »
I just read that you should use Send Event By Name over Send Event if you store events as string variables.

The last 10 months I've been using the Send Event, and it shows it's used 384 times.
I store my events as strings, so should I go and switch every Send Event to Send Event By Name?

It will take a long time to do, and I have no clue if it will even make a difference.
Will it affect performance or anything like that?

Please let me know, and Thanks in advance.

General Discussion / New Site For Indie Developers
« on: February 20, 2015, 04:13:18 AM »
So I've been working on a forum for indie devs, and it's almost done.
It's main focus is helping each other out, sharing the best money making tips, app store ranking tricks, etc.
I've been working on it with a dev who was over 6 million downloads and knows his stuff.
This is the first place and time I've told anyone about the site.
Would love it if you guys came and checked it out and gave feedback.
I'm also going to be looking for people interested in being a mod.
The site isn't completely finished, but it's done enough to tell you guys.
I won't do major promotion until it's completely finished.
Knowledge is the new currency, and we're sharing lots of it!

PlayMaker Help / Setting Global GameObjects
« on: February 05, 2015, 03:08:22 AM »
I'm having to set a lot of my gameobjects to playmaker global gameobjects, and I was wondering how I could set a global gameobject that is disabled.

For example...
I have a game object I want to start deactivated, but need the get owner to save it as a global gameobject. It won't save it if it starts off deactivated.

PlayMaker Help / Global Variables Are Bad???
« on: January 29, 2015, 07:31:34 PM »
I read that using global variables are bad, but I'm always having problems with the game objects not being found without them so I've been using them.

Are global variables really bad like I've read?

iOS Help / Multitouch With NGUI + Playmaker Not Working
« on: January 21, 2015, 03:50:16 PM »
I've been stuck on this for the last 8 hours, and I have no idea whats wrong.

I have a run and jump button and It's not letting me press 2 buttons at the same time.
For example...
If I'm pressing the run button and try to jump, it will not jump unless my finger is off of the run button.
It works fine when I play in Unity, and when using Unity Remote on iOS, it also works fine.

The problem happens when I build and run, and try to test on an actual device.
I tried an iPad mini and an iPhone with no luck.

I have Multitouch enabled in the camera settings so that is not the problem.
I'm using "NGUI Events To Playmaker FSM Events" script, and my friend was suggesting it might have something to do with that.

I am completely lost and stuck trying to figure this out.

If anybody could help that would be awesome!!

So I had to redesign my UI and now am running into some problems.
I have 2 buttons that each have complicated events on down and up presses and when you press them both at the same time, it performs what I want I want perfectly.
After having to redesign my UI, it is now extremely hard to press both buttons at the same time.
So what I want to do is make a brand new button that will simulate as if I pressed both of the 2 original buttons at the same time.
Is there any easy way of going about this?
I'm using the "NGUI Events To Playmaker Fsm Events" script, and each of the 2 buttons have quite a few FSMs doing different actions for the player movement.
I'm hoping there is an easy solution where i can just have a new button simulate pressing down both of the originals.
Thanks for your time and making such an awesome package!

Pages: [1] 2