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Messages - magarcan

Pages: [1] 2
PlayMaker Help / Re: Character Jump
« on: January 18, 2013, 07:59:44 AM »
That's not the way to make that.

Take a look here:

Action Requests / Re: Simple Sprite
« on: January 12, 2013, 02:05:24 PM »
I have made my action and it's working property. It's a Play/Stop animation for EZSprite asset. It's based on a @jeanfabre action I found in the forum...

Now I'm testing it, when I'd have some time I'll publish it and make a new thread for it ;D

Anyway I'll try to make another for this asset, for learning and maybe could be useful to anybody.

Action Requests / Re: Simple Sprite
« on: January 12, 2013, 12:37:58 PM »
Im using ragepixel currently and there are already actions for playmaker, animations are pretty easy to do with it also, its free.
Ragepixel is more focused to PixelArt stile...

I've realised that Simple Sprite is not using Atlas, so is less efficient than other solutions... I'm testing other solution right now. I'll try to make the actions myself  ;D

Action Requests / Simple Sprite
« on: January 09, 2013, 07:07:01 PM »
I've been looking for a 2D solution for Unity. I've found Simple Sprite:

Simple Sprite
By Black Rain Interactive, Free

Have you ever wanted to make your own sprite based game but didn't know where to start?
Have you ever tried other packages but found them too hard to learn?
If so, then Simple Sprite is the solution for you!

You no longer have to go through the trouble of creating Sprite Sheets or making a Texture Atlas. Simply attach the script and drop in your images. Done in only two steps.

- Setup only takes a few simple steps
- No more Sprite Sheets or Texture Atlas
- Automatic billboarding
- Each object can have up to 10 animations
- Each animation can have unlimited frames
- Easy to use commands
- Animate your sprite with only two simple lines of code
- Change the animation speed at runtime
- Perfect for beginners

There are two versions one free and the other paid. Here you have the comparative between both versions:

It seems really powerful and the scripting is asy but I'd like be able to use it with PlayMaker, can anyone help me with some actions?

Here is the link to the free version:

PlayMaker Help / Re: Add force
« on: December 13, 2012, 09:13:30 AM »
It's rare, because if I don't play any action in the Check Rigid body state null reference error doesn't appear...

Please take a look:

PlayMaker Help / Re: Add force
« on: December 13, 2012, 08:37:29 AM »

I'm trying to convert from this basic script:
Code: [Select]
function RayShoot(){

var hit : RaycastHit;
var direction = transform.TransformDirection(Vector3.forward);
Debug.DrawRay(transform.position , direction * Range ,;
if(Physics.Raycast(transform.position , direction , hit, Range)){
hit.rigidbody.AddForceAtPosition( direction * Force , hit.point);

The problem is that when I arrive to the Check Rig body state, the variable objectHited is null.

PlayMaker Help / Re: Add force
« on: December 13, 2012, 06:40:22 AM »

I solved the problem, because I gonna need that for some weapons...

I've been trying to implement what you said using Raycast, but I'm going in circle (I've been trying to do it by myself before asking again). Do you know if are there any samples related in the forum? I've been taking a look but not found anything.

I think I show an example of a robot firing but I've no idea where...


PlayMaker Help / Re: Add force
« on: December 11, 2012, 05:30:30 AM »

What I want to do is create a new instance of my existing prefab... I've seen scripts that uses clone or instantiate.

It was supposed to be the base for a machine-gun  :-\


PlayMaker Help / Add force
« on: December 10, 2012, 05:01:37 PM »
I´m working on an easy example but I don't know why, it's not working propertly. Here is my basic setup:

I have a gameobject.
I initialize a prefab, ad force to it and wait. The repeat it.

Here goes the unity package:

The problem is that firs time appears my prefab, but then appear twice togeter, please take a look that video:


After limitation I found with standard assets, I start playing with Virtual Controls Suite which has native support for Playmaker.

iOS Help / Re: Joystick movement
« on: November 30, 2012, 11:43:49 AM »
Hi all!

I've been trying to understand Joystick script. Using settings by default, the range you can move it's defined by vectors guiBoundary.min.x and , guiBoundary.max.

With default values:

I've tried to detect when you are moving out of the range, calculating hypotenuse and trying to modify values. Code is almost working but only in half of the surface.

If you want to help me, please download my modified joystick.js an try it.


PD: this version also works with mouse!

iOS Help / Re: Joystick movement
« on: November 29, 2012, 11:38:07 AM »

Where has gone kiriri's post??

This is exactly how i try to fix it  ;D

First I calc de angle:

After that, I calc the size of the segments:

Yo can take a look here:
Code: [Select]
// Normalize code ;)
var angle : float;
angle = Mathf.Atan(position.y/position.x);
position.x = Mathf.Cos(angle);
position.y = Mathf.Sin(angle);

The problem is that I don't know how to apply that to the GUI movement...


PlayMaker Help / Re: Problem with camera [SOLVED]
« on: November 29, 2012, 11:33:46 AM »
I make that using Get Position and Set Position every frame. Is that the best way?

iOS Help / Re: Joystick movement
« on: November 29, 2012, 11:00:23 AM »

 I think I get it now, you want the joystick to be constraint within a circle, not within a square.

 Is that right?



That's exactly what I want!!

 :-[ sorry for my poor English.

iOS Help / Re: Joystick movement
« on: November 29, 2012, 09:33:09 AM »
A little update:

  • I've enabled 2nd joystick and it's controlling view
  • I've finished the FMS that controls the animations

The next step is try to fix the shape of the movement  :-\
I'm a little lost with this so if anybody has some idea about how to fix it, please tell me.


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