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Topics - marcos

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User Showcase / Datenight Deadline - Old School Beat em Up
« on: October 10, 2016, 05:49:55 AM »

I made an old school beat em up to enter GBJam5 at

Never really tried pixel art before, so this was an interesting challenge. Also had a busy week, so didn't get as much time to polish it as I would have liked.

100% Playmaker.

Check it out here:

or here:

PlayMaker Help / Finding possible words with given letters
« on: April 05, 2015, 09:04:12 AM »

Just wondering what the best way to go about finding possible words from a word list array with a given selection of letters would be?

So for example, say you have a hand of the 7 letters ARTEKLP, you could check the word list and it would tell you that you can spell ART, RAT, TAR, TAKE, TREK, LAP, PALE, PEAK, PAT etc etc.

Ideally I'd like to extract the possible words from a word list array, and then put them into another arraylist to be accessed by the AI.

Any pointers? (Or custom actions  ;) ;) ? )


Work In Progress... / Endless Dodger
« on: March 25, 2015, 04:01:29 AM »

Been working on a mini project before I start my new job. Almost finished:

And a webplayer:

Would love feedback on how it plays. I feel like it probably needs another gameplay element in order to stand out.

- Mark

Work In Progress... / 2.5D Arcade Platformer
« on: January 17, 2015, 06:56:34 AM »
Hey there,

Been working on another little prototype, this time a small arcade platformer. The goal is to make a simple high score game with gameplay that is something like a single-screen Donkey Kong Country.

Here's a video of the current build:

Still early days, but got the basics in there for now. The one-way platforms were a bit of an adventure to do, but I'm happy with how they work.

I've got a rough idea of what sorts of other enemies I want to have, but I'm going to spend a bit more time fleshing them out so that they each feel distinct. I want there to be a little bit of strategy involved in defeating the enemies, instead of just jumping on their heads blindly.


Work In Progress... / Fighter Prototype
« on: September 23, 2014, 03:37:50 AM »

Made a little fighter prototype movement system over the weekend:

Features so far:
- Basic Movement (left and right)
- Dashes
- Jumping (UL, U, UR), a few prejump frames before you take off.
- Detecting which direction you're facing
- Crouching is registered but there's no animation just yet.
- Blocking by holding away, or down+away is registered correctly, but no animation or attacks to block yet.
- You can change your colour by inputting D,DF,F, LP.
- Screen boundaries prevent you from walking to the other end of the stage.

I'm still adjusting the feel of everything so it plays nice and solid.

Need to address how cross-ups feel. I made it so that a jumping player doesn't collide with a standing one, and then rechecks the collisions upon landing on the ground again, but ideally it should push the standing player away. The problem is that when I don't play with collision layers you can just land on the other player's head and stay there.

I think the next step is a character to implement basic attacks, which should be a fun challenge.

(I'm starting to think I should make a prototype thread for all of these little projects.)


Work In Progress... / Match 3 Prototype
« on: September 09, 2014, 04:21:33 AM »

Another little prototype I'm tinkering with. A line drawing match 3:

Right now it's just the main linking system, there's no real game or danger. So that's next on the list to be added.

I have an idea for a theme and style, but for now i'm just making sure everything works well.


Unity Services / Unity Ads
« on: September 05, 2014, 06:01:52 AM »

Would be great to have a set of actions for Unity Ads:!/content/21027


General Discussion / Opt-In video ads, your preferred solution?
« on: August 12, 2014, 05:27:30 AM »

Looking to add opt-in video ads to a game (watch an ad, skip a level/gain a life etc). What are the best solutions to achieve this that Playmaker likes?

Also, do you receive revenue per ad viewed in this manner, or per click through?

(My apologies for the novice monetisation questions!)

Thanks in advance,

Work In Progress... / Sine Runner
« on: July 13, 2014, 02:53:55 AM »
Hey there, everyone!

Figured I'd share a little project I've started, which will likely be my next release. It's an endless runner with a bit of a twist.

Here's a gameplay video to get things started. Capture frame rate wasn't great, it's smooth in game:

Also, here's a WebPlayer. Space to jump/double jump, you can hold it to go higher, Left Shift restarts the level:

(Probably worth mentioning that it's quite hard at the moment, I just packed in lots of enemies to test it all out)

The colour coded cubes are placeholders, obviously. (Wanted to be sure it was fun first!):

Yellow - Coin
Red - Static enemy
Brown - Walking enemy
Orange - Jumping enemy
Light blue - Flying enemy
Black - Spike/Missile
Pink - Speed Boost
Blue (Ultramarine) - Shield/Mushroom pickup
Green marker - best score

I've wanted to make a platformer for a while (always been a favourite genre for me), but I'm still not entirely convinced that mobiles are great for them. So I'm making a runner with massive platformer influences as a happy-medium. Ideally the game will feel like you're doing a sick platforming speed-run, weaving through stuff and bouncing off enemies, rather than just dodging hazards.

Everything is done with PlayMaker and the Unity 2D physics engine. Using Pool Manager 5 to spawn the random sections and all of that.

I still need to implement a few more things, including a main feature, more on that later though.  ;)

I figured I'd take on a smaller project this time, and making little platforming segments is a lot more straightforward than designing increasingly difficult puzzles like in Parasol.

Idea at the moment is for it to be a free to play game, with IAP for coins and so on, which you use to buy unlockables. Though these will be mostly cosmetic,  I'm steering clear of the pay to win design philosophy. I want a first time player to be  just as able to get a high score as someone who has unlocked everything.

Hope you like it, I'm eager to hear feedback!
- Mark.

Work In Progress... / Grid-based path movement
« on: July 01, 2014, 02:13:30 AM »

Kind of wish there was a small works thread over here, but anyway, I made a little movement system with Playmaker and Curvy. It prevents the player from changing the path until the movement is finished, and limits you to adjacent tiles.:

Next step would maybe be recording tile locations so you can backtrack if you make a mistake or something. Even just the ability to cancel drawing a line, I guess.

Got a basic idea for a game to use this in, but the design needs refining.


User Showcase / [iOS/Android] Parasol - Out Now
« on: May 22, 2014, 01:27:26 AM »

Parasol is now available on Android devices! Download it for free on Google Play!

Parasol is out now on the App Store for $0.99.

Parasol loves apples, but can't fly to reach them! It's up to you to guide our flightless friend to his favourite fruit!

Swipe or twist with your fingers to rotate the world, and then tap to cause Parasol to plummet to glory!

Earn stars, unlock hats, and give Parasol a crash course in the finer points of flight!


- 40 levels
- Innovative 3D puzzle gameplay
- Cute character and adorable art
- Unlockable achievements
- Hats


Share New Actions / 2D Toolkit Platform Actions
« on: March 27, 2014, 07:51:42 AM »

Just sharing something I made for my game. Might be useful for other people.

3 super simple actions that change the 2D Toolkit platform to 4x, 2x or 1x, respectively, when entering a state.

Also, I included a template for an FSM that gets the screen width and sets the platform accordingly. Useful for different iDevices.

Bear in mind, never really coded anything before. Just copy pasted the 2D Toolkit platform call from their page into an empty action.

These need to run before any 2D Toolkit sprites are loaded. Also, if you have the sprite collection editor open, these won't work, as they're also loaded.

I had a quick search before to see if anyone had uploaded an action that does this but couldn't find anything. Maybe people just did a script for this, that's a bit beyond me though.


Action Requests / Get Vertex Position (After BlendShapes)
« on: February 24, 2014, 09:13:20 PM »

Would it be possible to have an update to, or alternate Get Vertex Position Action.

Right now it doesn't take into account the BlendShapes, it just retrieves the position of the base mesh. Would be great if it could retrieve a specific vertex position after all BlendShapes have been factored in.


General Discussion / Game Center solutions?
« on: January 20, 2014, 03:53:10 AM »

Just wondering what people are using to implement Game Center into their games?

I know that actions are currently available for this asset, but the reviews aren't filling me with confidence, also it seems that it was last updated in 2012:

If anyone can vouch for or against it, that would be brilliant. Or if you could share your solutions that'd be even better!


Action Requests / Int Add Multiple
« on: January 09, 2014, 03:01:24 AM »

Would be super helpful if we had an Int Add Multiple action. Just like the Float Add Multiple one, only with integers. Would save having to juggle the conversion of ints to floats and so forth.


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