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Messages - haratman

Pages: [1] 2
1
Share New Actions / Re: DoTween Actions (DOTween v1.1.310)
« on: April 28, 2020, 06:29:24 AM »
Can I include these actions in my project as custom actions folder? I'm gonna sell a project on the asset store.

2
General Discussion / Selling a project with DOTween
« on: April 26, 2020, 07:44:05 AM »
I have a project and i created everything with the Playmaker. But i'm using DOTween actions in my project.
(found here https://hutonggames.com/playmakerforum/index.php?topic=10303.msg48638#msg48638)

Can I include these actions in my project? Or should I give this link to download? What to do?

I've sold this project before.
https://assetstore.unity.com/packages/templates/packs/zombie-shooter-prototype-for-playmaker-157152

3
User Showcase / Re: Zombie Shooter Prototype for Playmaker [Asset]
« on: January 07, 2020, 07:57:47 AM »
Wonderful asset good job! How long did it take you to have the asset ready for publishing? Also, did you have any tutorials to help you along the way, links if so?

I developed this project in a few weeks. Tutorial videos are available on the store page.

4
User Showcase / Re: Zombie Shooter Prototype for Playmaker [Asset]
« on: December 06, 2019, 08:32:51 AM »
Great asset! I will sure take it for a spin in the future.

Thanks!

5
User Showcase / Re: Zombie Shooter Prototype for Playmaker [Asset]
« on: November 14, 2019, 02:30:28 AM »
Thanks everyone. I will update the asset soon according to your suggestions.

6
User Showcase / Re: Zombie Shooter Prototype for Playmaker
« on: November 13, 2019, 07:16:20 AM »
Hi,

 I think it's very well done indeed!! could you share some screenshots of the playmaker fsm, etc?

Bye,

 Jean

Thanks!

7
User Showcase / Re: Zombie Shooter Prototype for Playmaker
« on: November 13, 2019, 07:10:25 AM »
Looks great. So is everything coded with Playmaker, or does it also include some C# scripts?

Any plans for additional features in the works?

Thanks.


I created everything with Playmaker. Yes, new features are coming soon. Thanks.

8
User Showcase / Zombie Shooter Prototype for Playmaker [Asset]
« on: November 12, 2019, 05:25:57 AM »

Learn the basics of FPS with this template. I created this for playmaker.

Features:

-Multiple weapon slots & ammos system.
-Smooth walking, running and jumping animations.
-Slope limit on player.
-Customizable footstep system.
-Pool system.
-Advanced recoil system.
-Advanced damage system.
-Advanced Zombie AI.
-Interact system.
-Multiple hits with one shot.
-and some more little details.

https://assetstore.unity.com/packages/templates/packs/zombie-shooter-prototype-for-playmaker-157152


What do you think?

9
General Discussion / Can i sell my project on the Assetstore
« on: September 16, 2019, 12:51:37 PM »
Hello. i have a project and i created everything with the Playmaker. Can i sell this project on the assetstore?

11
User Showcase / a Mobile Game I'm Working On!
« on: June 08, 2019, 10:39:49 AM »


My new game I developed in two months. The game has 10 different characters and different maps. Kill enemies and strengthen your character or unlock new characters! 95% of my game was made with Playmaker.
Coming soon to android and ios.

Gameplay Video:
What do you think? Leave a comment down below.


12
PlayMaker Help / Re: uNet and Set Property
« on: February 27, 2019, 09:29:21 AM »
Hi,

 pool systems is available for Pun, you can find a working sample here:

https://github.com/jeanfabre/Exitgames--PUN--Pooling_u4

it's old but still relevant because the technic is the same regardless of the pooling asset you use.

 also, I think that pooling inside multi player system is really a corner case, you are going to instanciate 4-5 players max, I don't think it is that critical to use uNet over pun just because of pooling.

 if you are firing bullets, then your network problems will be far more important in termns of playability than the cost of instantiating these bullets without a pool.

so all in all, this is a bad idea to use uNet because it's deprecated.

If you are on mobile, the problem could be that you need to create a linker file to let Unity know what you'll be reflecting at runtime so that it's not removed from the build: http://hutonggames.com/playmakerforum/index.php?topic=11126.0

else, if you are able to code, always prefer creating proper actions instead of using Reflection ( setproperty, invokeMethod,CallMethod, etc), this will be more effective and robust.

Bye,

 Jean

Hello.

Now I'm using PUN for my project. I downloaded this PUN pooling but i got this error:
Code: [Select]
Assets/PUN Custom Samples/PoolManager/Scripts/PunPoolManagerBridge.cs(5,7): error CS0246: The type or namespace name `PathologicalGames' could not be found. Are you missing an assembly reference?

And SmartPool is no longer available on the unity asset store. What to do?
Thanks.

13
PlayMaker Help / Re: uNet and Set Property
« on: February 26, 2019, 01:54:50 AM »
Hi,

 if you are beginning with multiplayer, then you should not use uNet, this is a deprecated, sub system, full of bugs solution :)

you should go with PUN, and we provide full support for this:

 https://hutonggames.fogbugz.com/f/page?W928

Bye,

 Jean

I'm using uNet because i found a working pool system for multiplayer. I can't find the pool system for pun. Is there an example pool system for pun?

What can I do for this problem. I'm doing something wrong, but what?

Thanks.

14
PlayMaker Help / uNet and Set Property
« on: February 25, 2019, 02:29:54 PM »
Hello. I created a poolsystem for my co-op multiplayer game by using this script: https://forum.unity.com/threads/networked-object-pool-example-for-unet-hlapi.369309/

and then i created this script to get work with this pool system. then i put this on my player object. And I invoked the method on a fsm state. Everything works fine on host and client if i set the spawnpoint or poolname before runtime.


Code: [Select]
using UnityEngine;
using UnityEngine.Networking;

public class PoolSpawn : NetworkBehaviour
{

public NetworkSpawnPool pool;
[SyncVar]
public string poolName;
[SyncVar]
public GameObject pooledObject;
[SyncVar]
public GameObject spawnPoint;
[SyncVar]
public Vector3 position;
[SyncVar]
public Vector3 rotation;
[SyncVar]
public GameObject storeObject;



[Command]
void CmdSpawn ()
{
        pool = NetworkSpawnPool.GetPoolByName(poolName);
var spawnObject = pool.ServerCreateFromPool (transform.position - transform.forward, Quaternion.identity);
if (spawnObject == null)
return;

var spawnPosition = Vector3.zero;
var spawnRotation = Vector3.zero;

if (spawnPoint != null) {
spawnPosition = spawnPoint.transform.position;


spawnPosition += position;

spawnRotation = spawnPoint.transform.eulerAngles;
} else {

spawnPosition = position;

spawnRotation = rotation;
}

spawnObject.transform.position = spawnPosition;
spawnObject.transform.rotation = Quaternion.Euler (spawnRotation);

storeObject = spawnObject;

pooledObject = spawnObject;

NetworkServer.Spawn (spawnObject);

}

}



BUT
I want to edit spawnpoint or pool name in each playmaker fsm. I have 15 different pools. And it's not working on host and client if i edit the pool name or any variable before the invoke method action. Nothings changing.



This is my first experience with multiplayer. Where am I doing wrong?
Thanks in advance.


15
User Showcase / Re: Zombie Killing Simulator
« on: February 11, 2019, 02:25:25 PM »
Looks really good, I can appreciate how much work you put into that. Good luck with your launch on steam.



Thank you so much. and it's finally over!
Zombie Killing Simulator is available now for purchase.

https://store.steampowered.com/app/872350/Zombie_Killing_Simulator/

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