playMaker

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Messages - Just

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1
So, a little update with my progress. I couldn't get Get Angle to Target to work properly (I'm not sure if it's more suited for 3D-environment) but I made workaround.

Problem for Float Compare of Mouse X/Y is that it's based of where in screen you're pressing rather than where moveable object is. For example when you press somewhere upper screen, and object is border of upper side, it still play going up animation even if it's actually heading down.

My workaround that works 98% of times is that it won't play animation if transformation of X or Y is small. That way, it won't do moonwalking and it's something that no one probably won't notice.

I mark this solved, but feel free to comment if anyone has some input.

2
It's 2D, 8-ways movement, I use 4 sprite animations (up, down and sideways), fixed camera (camera doesn't move).

With keyboard, it's no-brainer (Key Down -> Play animation). With mouse, it should recognize position object is heading to and play correct moving animation corresponding that.

Edit: Here's screenshot, you press anywhere on screen and character moves to that spot.

3
I have game where you guide movement of object by clicking mouse. For animations I'm currently using Float Compare for MouseX and MouseY variables, however it's not working 100% correctly. Is there a way I could reliably refer game to play correct animation based of direction object is heading?

4
PlayMaker Help / Re: Collission2D Event isn't activating
« on: February 28, 2019, 02:21:14 AM »
I solved the problem. It appears one of objects must be set as dynamic, or else it won't detect anything. That's where I got stumped. Thanks for help!

5
PlayMaker Help / Collission2D Event isn't activating [SOLVED]
« on: February 27, 2019, 06:31:18 AM »
I've got new simple project, player touches object and object should disappear. For some reason Collission2D Event isn't recognizing anything, in my previous project it worked without problems. I have iOS as build setting, is there something obvious I'm missing?

6
PlayMaker Help / Re: Platform layer woes [SOLVED]
« on: February 13, 2019, 07:57:56 AM »
Hello, sorry for late answer. Yes, that was simple and easy solution. I didn't even had to replace any existing platforms, just had to put cut part of platform as different layer to correct place and it's perfect : )

7
PlayMaker Help / Re: Platform layer woes
« on: February 05, 2019, 06:30:13 AM »
Thanks, I think I'll do just that.

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PlayMaker Help / Platform layer woes [SOLVED]
« on: February 04, 2019, 08:57:18 AM »
So I have some platforms here:


You can move behind them like this:


Problem is just that adjusting raycast to make layer change for each platform correctly is a lot of work, and it's currently not working without flaws. I have been thinking to slice platform into two bits so I could avoid this problem, do you guys have any other/better solution with this?

9
PlayMaker Help / Re: Sending event to multiple objects at once
« on: November 28, 2018, 04:42:49 AM »
Hi everyone, sorry for late reply. It worked like a charm, thank you!

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PlayMaker Help / Sending event to multiple objects at once [SOLVED]
« on: November 21, 2018, 10:45:09 AM »
Is there practical way to send same event to multiple objects performing similar action?

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General Discussion / Re: Playmaker working on Nintendo Switch (Full Setup)
« on: November 30, 2017, 03:13:14 PM »
I'm proud of everyone that got in Switch development.

Keep living of your dream, and keep striving for even better!

12
PlayMaker Help / Re: Flipping sprites for direction object is headed into?
« on: September 21, 2017, 02:29:50 AM »
Thanks, that was exactly what I needed, now it's working perfectly!

13
Hello,

What is the most reliable way to get sprite facing direction it's headed into? So far I have used Get Key Down command to get sprite face direction pressed in arrow key. However, I have some movements in game (such as wall jump) that makes it not always face right way when it reaches in ground.

Example: you hold arrow key, sprite lands faced on opposite direction, sprite moves direction indicated by arrow key input, but Get Key Down-command doesn't activate for flipping sprite until you release and press arrow key again.




14
General Discussion / Re: Nintendo Switch Support
« on: May 17, 2017, 03:17:13 PM »
Just looking to confirm if anyone has got a PM project up and running on the Switch? (not about how to get a kit, thank you for your long write up though @Just... :)

-craigz

Have fun waiting for more accurate response.

I hope TC got more out of my answer.


15
General Discussion / Re: Nintendo Switch Support
« on: May 15, 2017, 09:31:11 AM »
Developing for Switch is currently invitation only. Practically speaking, without publisher to provide dev kit you probably won't get one, yet. Even more experienced developers have reportedly trouble to acquire one.

http://www.gamasutra.com/view/news/292788/Becoming_a_Nintendo_Switch_indie_dev_will_be_tough_early_on.php

Currently, you have three options to get your game into Switch.

1) Send your pitch of the game to email provided in Nintendo Developer Portal or via Twitter to Damon Baker (@DWBakes).

2) Send your pitch to publisher who already have access to dev kit to provide you one.

http://www.perfectly-nintendo.com/nintendo-switch-list-confirmed-games-developers/

Here is list of game titles developed for Switch with their publishers. Some smaller publishers encourages to send pitch of your game in their website.

For example Tinybuild, one of publishers for Switch, have nice detailed explanation what do they expect in pitch: http://www.tinybuild.com/how-to-pitch-your-game

3) And final option, wait it out. No one knows how long it will be invitation only, but if your game is still in early phase, this might be most viable option. In mean time, you can improve your game and do hardware specific matters later. Of course, if your game is practically done, you might try second option.

Third option is what we chose for our project.



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