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Topics - Horror

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1
User Showcase / Cyborbs
« on: December 07, 2014, 05:39:06 AM »


A simple game that involves smashing robot bouncy balls called Cyborbs as quickly as you can. Pretty much all the functionality was done with PlayMaker.

Android:
https://play.google.com/store/apps/details?id=com.MesmerMobile.Cyborbs&hl=en

iOS:
https://itunes.apple.com/us/app/cyborbs/id945194210?ls=1&mt=8


2
PlayMaker Help / Need help with a Unibill IAP script!
« on: August 13, 2013, 04:25:33 AM »
I love playMaker but occasionally I have to work with an unsupported SDK and I get stuck for hours on something that the average programmer could solve in 2 minutes...

I'm wondering if any of the more code savvy users here could take a look at this script. I'm running it by adding it as a component with the Add Script action.

Here's the doc:
http://outlinegames.com/unibill-documentation/

Code: [Select]
using UnityEngine;
using System.Collections;
using Unibill;

public class UnibillPurchaseUnlockAll : MonoBehaviour {

string unlockAll = "com.mesmermobile.abbottversusrudd.unlockall";
int unlockedIAP = 0;

void Start () {
Unibiller.onPurchaseComplete += onPurchased;
Unibiller.initiatePurchase(unlockAll);
}

private void onPurchased(PurchasableItem unlockAll) {
Debug.Log ("Purchased Unlock All");
unlockedIAP = 1;
PlayMakerGlobals.Instance.Variables.GetFsmInt("unlockedIAP").Value = unlockedIAP;
}
}

I'm not getting the Debug.Log readout, so I don't think the onPurchased part is even running... The playMaker variable certainly isn't going through.

Any help would be most appreciated,

Cheers!

3
PlayMaker Help / Wait for sound to finish?
« on: June 15, 2013, 05:19:31 AM »
I've got a scene where I'm trying to make a character talk and then fire an event when the sound is finished. The problem is that it doesn't wait for the clip to finish on either the Play Sound action or the Audio Play action. I would have thought that on the Audio Play action atleast, the state would wait for the sound to finish if you specify an event output.

Not sure if this is a bug or not but if it isn't, what should I do? (preferably without having to add a Wait action that matches the duration of the clip)

4
PlayMaker Bug Reporting / PoolManager (More Null Ref Exceptions)
« on: June 13, 2013, 04:21:25 AM »
I just updated playMaker and PoolManager (and actions) and it looks as though trying to spawn something after reaching the maximum instance cap will cause the FSM to be locked in the Spawn state (even when there is an output for both Success and Failure).

The error is...
NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.PmtSpawn.DoSpawn () (at Assets/PlayMakerCustomActions/Path-o-logical/PoolManager2/PmtSpawn.cs:87)
HutongGames.PlayMaker.Actions.PmtSpawn.OnEnter () (at Assets/PlayMakerCustomActions/Path-o-logical/PoolManager2/PmtSpawn.cs:55)
HutongGames.PlayMaker.FsmState.OnEnter ()
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState)
HutongGames.PlayMaker.Fsm.UpdateStateChanges ()
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.Update ()
PlayMakerFSM.Update ()

5
PlayMaker Bug Reporting / PoolManager Actions broken by update?
« on: February 14, 2013, 05:30:08 PM »
I just started a fresh project. Updated and imported playMaker and PoolManager, then downloaded the custom actions from here: https://hutonggames.fogbugz.com/default.asp?W839

After importing the actions package, I'm getting this error in the console:
Assets/PlayMakerCustomActions/Path-o-logical/PoolManager2/PmtCreatePrefabPool.cs(162,33): error CS0029: Cannot implicitly convert type `void' to `System.Collections.Generic.List<UnityEngine.Transform>'

Cheers

6
PlayMaker Help / Use playMaker global variable in script?
« on: January 30, 2013, 10:37:00 PM »
Hi guys,

I'm trying to work out how I can access a global variable from playMaker in one of my scripts. I'm trying out the Geosophic leaderboards plugin but it has no playMaker support.

So basically, I have an int variable called ScoreCombineAll and I need the int score variable from my script to use that value. How would I manage this?

My expertise with this kind of scripting is... not good.

Cheers!

Code: [Select]
using UnityEngine;
using System.Collections;

public class GeosophicPostScores : MonoBehaviour {

int score = 0;
int leaderBoardSchema = 401;

void Start ()
{
GeosophicSDK.PostScore (score, leaderBoardSchema);
}
}

7
PlayMaker Bug Reporting / PoolManager Multiple Spawns[SOLVED]
« on: December 07, 2012, 06:03:11 AM »
This came up recently and I'm not sure what I updated to cause it. Suddenly all my spawners are spitting out additional enemies. The FSMs for these spawners have not been altered in months, so something strange is going on here.

My spawners basically set a random spawn interval, wait out the interval and then spawn the enemy; the process is then repeated. Frequently these spawners are creating two enemies simultaneously, though.

Anyone else noticed anything like this happening when using PoolManager? (or even Create Object? I don't use it anymore)

8
PlayMaker Help / Get Component / Set Property only working once
« on: December 06, 2012, 03:15:13 AM »
Not sure if this is a bug or intended functionality but I don't seem to be able to store a component as a variable and set its properties multiple times.

I have an enemy that uses a capsule collider, but when it gets shot and knocked back I destroy the capsule and add a box collider instead, storing it as an object variable and using Set Property to apply the correct dimensions. (This is so the enemy falls flat on its back instead of rolling around when it hits the ground)

The setup works fine the first time the enemy dies, but when I respawn it (using PoolManager), setting the property on the component has no effect. The object value of the variable appears to be set correctly when everything starts going wrong, but maybe it's still storing the component that I destroyed on the first run through and which no longer exists?

There's either something going wrong with Get Component or Set Property.

EDIT: Solved this by creating a child game object with it's own collider and switching it on and off with Set Property when needed; so its more likely that there is an issue with Get Component.

9
PlayMaker Bug Reporting / [FIXED] GameCenter Error
« on: November 22, 2012, 06:50:51 AM »
https://hutonggames.fogbugz.com/default.asp?W994
I just imported the playMaker actions for GameCenter into my project and got this error. I'm using Unity 4 with latest playMaker and GameCenter plugins.

Code: [Select]
Assets/PlayMaker GameCenter/Actions/GameCenterConnect.cs(40,36): error CS0234: The type or namespace name `ConnectionStateDelegate' does not exist in the namespace `GameCenter'. Are you missing an assembly reference?

10
PlayMaker Bug Reporting / Tilt Axis Switched (Unity 4)
« on: November 15, 2012, 05:57:13 PM »
Not sure if this is a Unity or playMaker issue, but my device tilting has been switched around since updating to Unity 4!

Tilting forward and back now makes my player turn left and right. It should be noted that this occurs on my Android hardware build but not when using the Unity remote to test on PC. I haven't tested on iOS yet.

I have checked my setup; everything should be working fine. I could change the axis that I'm using, but I'd rather not if it's a bug.

Can anyone else confirm this?

11
PlayMaker Help / Leaderboards? iOS / Android
« on: November 11, 2012, 12:21:18 AM »
Has anyone implemented a leaderboard system into their playMaker project? If so, could you recommend any solutions? Do you have separate leaderboards for Android and iOS, or does it allow for some cross-platform competition?

I was thinking of trying the GameCenter plugin, but then I would need another solution for Android. How about OpenFeint?

Any advice?

Cheers!

12
PlayMaker Help / Change Light Render Mode
« on: October 23, 2012, 05:11:07 AM »
Is it possible to change the Render Mode of a light at runtime? I started working on some quality settings for my game and then realised that there was no property listed for Render Mode in Set Property.

I need to do this because I require a movable dynamic light and the iPhone 4 just can't handle per-pixel lighting. I still want to give more powerful phones the option to use a per-pixel light, though.

If this isn't possible then I will just have to create two versions of each light and toggle them... but being able to simply change the property would be far more elegant.

Thanks :)

13
User Showcase / Zombonic
« on: September 25, 2012, 08:21:13 AM »


Now available on Google Play!

Zombonic is a Tilt & Touch Shooter that pits you against an unrelenting horde of the undead. Shoot them before they can reach you and don't forget to watch your back!

GnJf4FtCCG8[/youtube] Trailer
Facebook Page

All game logic was created with playMaker.

14
PlayMaker Bug Reporting / iTween Move Add Asserts
« on: September 17, 2012, 10:20:17 PM »
I'm not sure if this is a playMaker problem, an iTween problem, or a problem with the way I've set something up, but I'm getting all these messages spewing out on my console every time I fire an iTween Add or By action. Does this happen to anyone else? It doesn't seem to be causing any problems, but it sure is annoying!

This doesn't happen when I'm using a Move To and supplying a Game Object as the target.


15
PlayMaker Help / Enable / Disable Particle System
« on: July 28, 2012, 12:02:29 AM »
I currently have a particle emitter parented under a character's armature which I want to turn on at a certain time. I'm using a SetProperty action on an object variable with UnityEngine.ParticleSystem but it isn't working!

I've tried changing the property for enableEmission, isPlaying and playOnAwake, but it just wont turn on.

What else could I be missing?

Cheers!

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