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Messages - krmko

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1
Create an object on runtime which will use the hitpoint as position where it will be created then do with that object as you wish and destroy it. It's a usual pattern, i use that a lot in my game for exact purpose and some other games i freelanced on use the exact same thing.

2
You need to have a spawner that will get distance from player in regular intervals. It will store it in a float variable. Each time you measure distance, compare it to another variable which holds the desired distance below which the enemy will be spawned.

Enemies can have a similar system, they measure distance from player in regular intervals, when that distance is above the desired threshold, trigge their despawn process.

It can be done in many different ways, but if you're a beginner, this is the easiest one (though not the most efficient one).

Actions you will need are Get Distance and Compare Float for measuring and comparing values. Since you are new, for now use Create Object and Destroy Object for creating and destroying enemies.

3
PlayMaker Help / Re: Scale object on click?
« on: Today at 01:34:09 AM »
Use a float variable for y scale. When you click, use float add to add 1 to that float variable and set scale can use that variable's value for y value.

4
General Discussion / Re: Create Object as Child "Instantly"
« on: December 03, 2020, 12:09:31 PM »
As far as i know, instantiate has Parent as one of the parameters, but as Djaydino said, it creates and object and then it assigns him a parent. Give you FSM's time to breath, for exactly that reason most of my stuff have "Activation Wait" of usually at least 0.1.

5
Forum Suggestions / Re: Spam filter
« on: December 03, 2020, 09:36:53 AM »
Yeah, i'm reporting everything i can, but there's really a lot coming through.

6
PlayMaker Help / Re: How to randomly generate enemies and avoid obstacles
« on: December 03, 2020, 09:15:19 AM »
Get Distance (Distance), then Compare Float (Distance < Range = Generate, Distance > DisappearingRange = Disappear)

7
Use Resources Load with asset path, then store it as you like.

8
Yeah, but how will i get them both? When i run get component i will always get the first one.

9
Hello,

i'd really like to avoid dragging and dropping components and using set property to tweak components, and get component will probably get only the first component on the game object when i fire it multiple times. Script way would be to add them to array. What would be the Playmaker way?

10
PlayMaker Help / Call Static Method action bugs out
« on: November 30, 2020, 05:04:05 AM »
As the title says. I select the class, method name, add parameters, then i go to variables to assign unity.transform to Object variable and when i get back to the state tab i get this every time  >:( >:( >:(



Unity 2018.3.7f1, 1.9.1 beta 17, just don't tell me to update to latest beta.

11
PlayMaker Help / Re: UI Connecting nodes, like Playmaker States?
« on: November 25, 2020, 02:25:17 AM »
Yeah, you can use line renderer easily with playmaker. Vectrosity is a good tool too.

12
PlayMaker Help / Re: Protecting game made in Playmaker from hacking
« on: November 25, 2020, 02:23:22 AM »
Yeeah, PC, so IAP is a no go, i'll just remove the portion of the game with all the code and assets.

13
PlayMaker Help / Re: Protecting game made in Playmaker from hacking
« on: November 24, 2020, 02:11:24 PM »
Yeah, obfuscator is the most popular over there. I figured out the best would probably be to just cut out the part of the game and when you get to the end of demo you just get a nice "thanks for playing the demo" message.

14
PlayMaker Help / Re: How many times and when do you save a player's data?
« on: November 24, 2020, 02:08:29 PM »
Depends what are you saving, i have no hiccups with easy save.

15
PlayMaker Help / Protecting game made in Playmaker from hacking
« on: November 23, 2020, 02:19:19 PM »
Hello guys,

I should be launching the game soon, but i want the demo to be a full fledged game only with a time limit. I implemented local variable timer which shuts down the game after a while. I tried decompiling the game but i didn't manage to find anything close resembling any of the fsms. Any way it could be cracked?

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