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Messages - part12studios

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Ah ok i'm going to try that and see how it goes.  knowing what variables are changing and when and seeing it in real time is really helpful.. i just couldn't see that.  Never noticed global vars changing..

It felt like a drag to have to build out FSMs to see this kind of information so I'm glad that's possible!  :) 


Thanks for this.  I opened it up a few times today and I'm not sure if I'm seeing the right stuff.  This makes sense doing what you demonstrated.  I like the toggling.  I'm going to have to look at that closer because I know in construct i used Modulo operations to help manage "on / off" states. 

So to be clear there is no way to just "view" local or global variables in real time all at once without having to setup a specific text field in the game to watch through the game itself?  I mean imagine if you had a game that had 6-12 different game states.  Like..  "has game started?"   "is game paused?"    "has the game ended?"  and other various values that may matter when testing a game..   you have to setup text fields in-game for each one of those?

That was my real hope.  That I could just see the current values of various global variables in real time change.. like when i'm trying to figure out if my math is working..   

i ask because i'm trying to make my flappy bird test game know "game has started" and when the player hits something i want to say "Game is over" and lock it so no further game button press..  when things don't work i find it really helpful to know if the variables i'm setting are in fact changing..  when i debug it, it lets me know if the issue is before that moment or after..

As for the missing variables, I'll make a new thread if I come across that problem again.  Maybe I did make a global, but if I did that i'd see it under the global variables..   I remember it pretty vivid because here is what i was seeing.  Somehow I had made a two (what i thought were) local variables that were basically redundant and I couldn't find either of them in the variable tab of the particular FSM..  it was weird.. 

Thank you so much for this insight and example!  :) 

that would rock! :)   

I could learn a lot from that, not just in this example but interacting with a project setup by someone else who knows what they are doing!

I kinda feel like as I get deeper into a game (and when I say deep i'm talking flappy bird deep) it starts to get a little confusing where I tucked which thing away..

one of the oddest things is that I make this local variables for specific instances, but then there doesn't seem to be a way to find those local variables to delete them (which i would should be in the local FSM variables tab) but that's probably another thread to get into..  heh

I think I follow but could you explain how that works?

Are you suggesting I send my global variables over to a local variable (every frame or at least with each event change)

Is there not a way to expose a global variable as a global variable?  It sounds like you're saying it's not.. except by forcing the global over to a local var for the sake of displaying..

You mention displaying them on screen.  do you mean by using a text object?  That's how i did it last time with one, but it seemed like it could get messy if i needed to track multiple objects with multiple states potentially. 

Lastly maybe you're suggesting i make a "debug" object that holds all of these values and then enable / disable it as needed when it's time to test? 


Hi everyone,

So something I was used to having in Construct was a debug mode where you saw the game and in a window below could see all of the global variables values change in real time..   this was really handy to quickly assess if various logic / math was firing off correctly, especially when you might have numerous global variables managing various game states..

 In my first flappy bird iteration I managed hack something together showing a single variable, but if i have 5-6 this seemed like a really messy way making a text field for each and having to update them all with their own playmaker events / states /etc...

I was hoping maybe this can be done in some view I'm unaware already.  It seems like Unity itself would offer something like this as well, I just haven't see it anywhere. 


Share New Actions / Re: Pooler - Simple Pooling System.
« on: July 12, 2018, 11:46:46 AM »
I know this is a very old thread, but i'm new to Playmaker and interested in pooling.  I see the files and they are still out there, but I don't see anywhere about how I would "install" these files so they work in playmaker.  .cs files? 


great success!  ;)   

So yes I was able too after a bit of trial and error able to spawn 6 sets of pipe and take the 7th (original in scene one) and work it out so it would place nicely with it's cloned counterparts. 

Thanks for the pointers and the comparison stuff!   I never used the term "operator" in Construct so it was out of my lexicon, but now i can see how it would work. 


OK so now I'm seeing some movement.. i found some issues and it was my mistake of course. 

Completely understood about the need for screenshots. 

I'm thinking now that i can see the values change, this is a big help, I'm going to see how far I can get with that! :)

yea sorry, i think i made a mistake involving prefabs.  i'm going to see if I can avoid using them. 

one of the things I wasn't sure about (still not 100%) is when spawning copies of a given object.  how do I insure that each copy acts independently and not have all objects act on the same action..   but i think i was overthinking things. 

I have more things to try today and yes I'll be sure to include screenshots as well. 

your approach looks good and probably will work.. I just have to figure out what math to apply exactly to get usable data..  as it is i seem to be getting a constant -16 text display in the UI (which is an improvement as yesterday I was getting a constant 0 which is what the UI was set to anyway.

So yea I have more to try today and I can't tell you how much I appreciate your feedback on this question!  TYTYTY! :)

so i see the way you're doing it, but i'm hitting an issue.  i've been slamming my head against this for awhile today..    i'm spawning "clones" of the flappy bird pipes.  these are prefabs I made..

now i did try to be careful that the prefabs are current to the latest version of the "pipes" sets to have all of the rules in place.  i'm putting the rules in each clone because i figure each clone needs to be doing it's own distance check

however this is where things get weird...

when I do my compare.. i can drag the prefab into the first "get position".. but then when i want to compare it to my "player" object the player object won't drag into the 2nd "get position".. to get around this (and completely shooting in the dark) i did make a prefab player object, but i'm skeptical that this is right because i don't call on the prefab player object anywhere..   but i don't get why i can't compare the actual player object...

everything i think is right...  all i'm really trying to do right now is print text to see what the math is when i do the float operator (haven't gotten past that) so i can see the operator is even working..   i have the operator "add" to a global variable..  all of it looks right and i think is right..  but the whole prefab vers objects from the hierarchy is where things first felt wrong.. 

cool i'm diving into it now to see.  that does make sense though.. to be able to "extract" a particular value and then compare those.

oooo yes, this looks promising.  some new actions I wasn't familiar with.  I'm going to experiment with this and see where it gets me!  :)   Definitely a big help to see a working example. 

the main thing i'm struggling with i think is how things want to look at variables in some cases and not game objects..  but the game objects have the vector3 info.. and i can't compare a v3 with a float..  and i have yet to see how a v3 would compare with another v3 within a given object so this looks great!  I will report back


Hi everyone,

So I'm a long time Construct 2 and 3 user, but I'm ready to master Playmaker. 

One of the basic things that I took for granted with C2 is to be able to easily compare something.  For example.  Let's say I make a pool of 5 sets of obstacles.  I would want them to "teleport" back to the other side (endless runner for example) when the object is number of units of space to then jump over.

As I go through various actions in PM, I find I'm having to figure out which things what certain data types and this proves confusing to really give PM what it wants so I can do what I want.

In my mind I would think I could just setup an FSM that is like...  "when object is 5 units behind player, move object +10 X units ahead of the player.

I'm not saying PM can't do this, but on a gut level I think to myself I would in the object's state machine, continuously compare  object X - player X.  when answer is greater than 10, move object +10 x units.

I imagine each "clone" of the original prefab would be measuring this individually so when each individual's distance goes over the 10 unit value they operate independently. 

This has proven to be difficult for me to express because for example i would (gut instinct) do something like "get vector 3 value" of an object, which I assume is the objects XYZ value, but the action wants a vector3 variable.. 

This has stumped me for awhile and I think that if I can wrap my head around how PM properly compares various values would open up a lot of possibilities.


PlayMaker Help / Re: Trouble with Triggers
« on: July 08, 2018, 04:59:01 PM »
omg.. yes that was it.  That makes so much sense.. I just thought "collision and didn't move beyond that..  thanks!    i knew it had to be something simple!   


PlayMaker Help / Re: Trouble with Triggers
« on: July 08, 2018, 03:37:35 PM »
yea sorry that was a slightly outdated pic.. I had fixed it as you can see in these updated screenshots..  I did this:

- made a folder called pipes
- put the top and bottom pipe in that folder (with different tags for game over detection (which works)
- put a trigger object that fits between them as you can see in the screensot
- i made sure the object was set to "is trigger"
- made a prefab from that
- ran the game and confirmed that each of the clones generated also are showing "is trigger"
- play the game and the player object goes right through them without firing off the event. 

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