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General Discussion / Re: Nitro Chimp is out and live!
« on: February 04, 2013, 12:55:11 PM »
No, this game was not made in Playmaker. That's why it's posted on General Discussion.

PlayMaker Help / Re: Problems getting simple wait timer to work
« on: January 11, 2013, 03:29:10 PM »
When you call "Finish()" function you are finishing the state actions, thus no loop will be executed, whether there is or not a transition. If you want to have it looping forever, do not call "Finish()".

PlayMaker Help / Re: Card game
« on: December 20, 2012, 12:38:03 PM »
"How I make" isn't the question.

AI intends to simulate human behaviour, so, if you want to design an AI "enough" intelligent to take decisions based on the cards in game, I'd rather ask you "how would YOU make decisions in game"? That'll let you design your AI. Unfortunately, for this, there is no recipe.

Since you've got no idea of coding, you might as well start from the very beginning. Think about any 2 Magic cards. How are the rules that say my card A will beat your card B? If you know how to use Playmaker, do something like that. Make two objects (might be anything) with an Attack value, a Defense value and an Attribute (let's say, an element such as fire, dunno). Then, if you have your object A "attack" your object B, how would you determine whether A will vanquish B? That's more about your game rules.

General Discussion / Re: health for enemy
« on: December 20, 2012, 12:30:20 PM »
A percentage... You might write a math function that takes the current health of your enemy, and an attack factor, which is that of the weapon hitting the enemy. Your enemy would get this attack factor, and have sent that value to an FSM, in the enemy, that calculates the actual damage value and substracts it from the enemy's health. You can, as well, have the weapon deal a specific damage value, so your enemy's hmm... let's say, HealthManager FSM will get that value and substract from the enemy's HP. Does this have any sense for you?

PlayMaker Help / Re: Modulus Operation
« on: December 17, 2012, 08:11:42 AM »
If you're confident with your programming skills, do write a custom action. If not, or if you don't even know how to do it, perhaps you could ask for it at Request Actions section. I'll try to write it, since it's easy. But if someone comes before with it, alright.

PlayMaker Help / Re: Question
« on: December 15, 2012, 02:43:57 PM »
Hey! Thanks, tester. I'm glad to read you liked the game. Hope you might spread the word about it. About the funny thing, sorry dude. It's not meant to offend you in any way, just to have some laugh around here.

Now, for your issue... Depending on whatever you're trying to achieve with your application, a DB access might be unnecesary, specially if you are thinking in implementing it by yourself. Do you have any other scripting options to connect to your DB? Or, do you have any issue with sending those plain text to another module which processes them and store the raw data to a relational DB? Or even, although I don't like this option, you can store those plain text in a DB, yet I don't like it because, if you were to read, let's say, a login ID, you'd have to retrieve the whole file and process it.

The thing is, with Playmaker, as long as I've worked with it, allows you to do basic application-level storage. If you intend to fill a DB, you'd have to do it yourself. What about Python? It's very used in web-apps, and might be safer, I don't know?

PlayMaker Help / Re: Help With Bullet Force
« on: December 12, 2012, 02:04:12 PM »
Have you tried applying velocity, instead?

PlayMaker Help / Re: Question about "running" games
« on: December 10, 2012, 01:50:49 PM »
The runners... You might have a point with the constant force, but it's not necessarily the case. That is, if your game relies in physics, perhaps the force thing is the best solution. If not, it might be only a matter of translating your player's GameObject. You can try moving a Character Controller with a static vector, instead of getting it from input axis.

Now, for the pickups, it depends on the way you want to have it work. If those pickups are currency to buy things in your game, you just need to update a money counter each time a pickup is hit. If it's a power-up, you can activate the effect when collider is hit. Ah, those should probably work better with trigger colliders. Those might not be necessarily in a server. The server thing is a decision you have to do, depending on your needs.

For the In-App Purchases, you should have a look at Apple's documentation. Since you might not implement Apple's IAP, it'd give you enough information to get started.

Share New Actions / Re: Writing custom actions help.
« on: December 10, 2012, 07:42:44 AM »
I guess this isn't the right place to this question. However, the wiki has a pretty good starter, although it's true it might be more complete.

Check it at

PlayMaker Help / Re: NGUI Button/Element Feedback
« on: December 10, 2012, 07:40:08 AM »
I'd do so. Seems to be the right way to achieve your goal.

For the template, I mean, you have an FSM with a state that gets the owner's name (if you say each button has an FSM) and build a string with that. The only thing I think might be a problem is how you receive the NGUI button input; and is a problem for me because I haven't worked with NGUI, but with EZGUI instead. But, assuming you already get the input event from your buttons, you just need to transit to a state which does what I described above. Making a single FSM and storing as a Template FSM is a Playmaker Feature, so you don't need to repeat the same FSM, if you needed many of the same FSM.

PlayMaker Help / Re: deactivate the parent alone
« on: December 10, 2012, 07:32:46 AM »
Would you like to share that workaround?

I do understand why Unity changed the way the objects are deactivated, but, having used the previous way, it's more than annoying to have to do a lot of things to have a single object in a lower level of the hierarchy activated.

But, for the scenario you mention, is like you have the object outside of your panel (let's say, like a pickup in your world?), then, if you pick up it, it'll send an event to a manager, I think, so it'll be added to your panel. So, if my assumption is correct, your panel does not need an FSM, and it's not a problem if you have all its hierarchy disabled in a given moment. Just have your manager listening to those events your items send. Perhaps you have this issue because you initialize your pickups being parented with the panel, but somehow, you only relate them after being picked up?

Remember that Playmaker does not implement what it does, but it calls Unity functions. So, if you want Playmaker to be no longer recursive in toggling GameObjects, you might have to check if Unity has a way to do so from Unity 4.

PlayMaker Help / Re: NGUI Button/Element Feedback
« on: December 07, 2012, 04:03:22 PM »
Template FSM which captures the name of the object and send template info? I mean, you can build a string using the name of the object and a "User pressed this button" string.

The other thing is to do with a custom action. Since I haven't worked with NGUI, but with EZGUI instead, I'm pretty sure NGUI should have a function to get when user makes input on a button. I don't know, EZGUI has some events that fire when button state changes. Does NGUI have such? If so, it'd be easier to write a custom FSM that does such thing, calling the native NGUI function.

PlayMaker Help / Re: playmaker unity4
« on: December 07, 2012, 03:59:52 PM »
You tried exporting a unitypackage?

The only thing is compatibility. Unity 4 has made a major change to the engine, so I don't know if a project will port backwards correctly. It does work from 3 to 4, but one has to do a lot of changes to completely port it to 4. Try to export a unitypackage and import it in a fresh Unity 3 project.

PlayMaker Help / Re: deactivate the parent alone
« on: December 07, 2012, 03:56:39 PM »
Yes, because you disable the panel, which is the parent.
Now, my question is, precisely, in which scenario would you need an inventory object active, and its container inactive?

PlayMaker Help / Re: Translate error.
« on: December 07, 2012, 07:02:45 AM »
Gonna check at the post goliath520 put... However, for me, it worked just recreating my gameobject, thus I'm marking this as solved. Many thanks for your replies.

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