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Messages - Bjakuja

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User Showcase / Re: Squarebite Inventory Asset package - NEW VERSION 3.0
« on: September 17, 2014, 11:41:38 AM »
Yeah, AWSD moves are from earlier earlier versions, now movement is by W as forward and S as backwards, AD do nothing, rotation is done by mouse, will fix that info btw.
You can't draw weapon because i don't have draw weapon animation but you can easy do that in playmaker if you have animation, just create state for example battle mode, play that that animation and reaattach weapon to proper holder by your desire, will create something like that in next version.
Thanks for the info btw, forgot to change that :)

User Showcase / Re: Squarebite Inventory Asset package - NEW VERSION 3.0
« on: August 30, 2014, 12:44:31 AM »
Hi everyone, here is the new version of Squarebite Inventory, version 3.0 is up on the store. A lot of improvements and new stuff, no global variables at all, simple and easier to use and more powerful overall.
If you have any question, bugs or suggestion just let me know.

PlayMaker Help / Re: PlayerPrefs - how to work with bools?
« on: June 30, 2014, 01:37:28 AM »
Hi! For you problem you can download these actions :
and you will need Array Maker in order to work. This will help you a lot cause you can choose any value and multiple values at the same time, you can store value and get them as well with these actions set / get value. You can choose bool as well ;)


User Showcase / Re: oberon's court is coming to steam (yey)
« on: April 23, 2014, 11:50:38 PM »
Congratulations man, you deserved that ;)
I tried with with previous team one game on Steam green light but team failed and we couldn't get green light but i am glad that someone actually did get which is amazing. I hope my next game will be worth but i have to choose team carefully this time :) . Wish you all the luck ;)

PlayMaker Help / Re: FPS Wall Run
« on: April 19, 2014, 05:08:44 AM »
Hi!  To do that you can try these options:
a) you can use Mecanim Animator controller and create animation that will run over a wall, when you use apply root motion character movement will be based on animation, familiar with that? But since you are using FPS character that is probably not option for you so b option might be.
b) you can use rotate your character by 90 degrees in Z axis and turn off gravity while you walk over the wall and add some force in local Y direction and your character will snap to the wall ;)


PlayMaker Help / Re: Subroutine?
« on: April 19, 2014, 04:47:47 AM »
You can use action GoToPreviousState and it will return to previous state on current FSM.
To call events from other FSMs you have to use global events and to use action SendEvent. Does this make sense? Can you be more specific about what you want to achieve?


PlayMaker Help / Re: ArrayMaker possible problem causing crash
« on: April 15, 2014, 11:55:02 PM »
HI, you are instantiating 20 items at the same time using Array Maker right? Well if that's the case than Unity can cause some problems cause creating objects has impact on performance in Unity. Instead of creating objects can you add your objects to the scene and on game start just loop through your items and activate them instead of creating them, it's easier for system to do that than creating. Instead of creating / destroying you can activate / deactivate objects. Is it possible to that with you game or? If you have many items and want to choose 20 to be activated you can hide all items, loop through them and check for conditions, activate desired items and skip undesired, does this make sense to you?


User Showcase / Re: Squarebite Inventory Asset package - 50% price off
« on: April 15, 2014, 10:52:10 PM »
HI! New version 2.00 of Squarebite inventory is on store, you can read change log on forum or on asset page,and also you can get it for 50% less price now. ;)

Also want to notify you that package in future will be recreated with Daikon Forge GUI. I tried some stuff and i experimented with Squarebite to use Daikon Forge GUI instead of Unity GUI. If i get great support for this and many people want to see that i will create but for now it will stay as it is.


PlayMaker Help / Re: Daikon Forge and Playmaker System Events
« on: April 02, 2014, 12:04:53 AM »
No i didn't contact the author for this. I already rely on Daikon events since they are easy to implement, even if Playmaker events working completely i will Daikon events because i use other events not jot just mouse, i use clicks and other stuff. So here is how i do that, when i for example click DF button i have script ( with public variable so i can specify in Inspector name of FSMs and name of Events) that will send event to FSM where i will use Playmaker to check for any conditions and based on that i will do DF stuff. Basically i only use DF events so i can detect when something is clicked, hovered...., not property binding, for those fade in out and other stuff i use Playmaker as well.
As you said it's more then a Playmaker issue, it' Monobehavior related.

Anyway thanks Jean for your confirmation.

PlayMaker Help / Re: Daikon Forge and Playmaker System Events
« on: April 01, 2014, 06:12:11 AM »
This is not much of a issue since it can be passed with script using DF mouse events but if you have time have a look and you will notice those system events not functioning as they should for some reason with DF

Lol Jean, i can't wait to see that combined system , it will be awesome for sure it must be, thanks for the info btw.


PlayMaker Help / Re: Daikon Forge and Playmaker System Events
« on: April 01, 2014, 05:15:53 AM »
Just asking, it's not crucial, i just want to know how things work with DF in order to understand better. If this can't be achieved this way using System Events, i mean if system can't detect when your mouse is over Daikon Forge GUI element i will simply write a script that will check for Daikon Forge mouse Enter / Exit (since mouse exit not working on DF game object) and based on result will send event to FSM from script and i will get same result.
Tested it already so it works this way with no problems.


PlayMaker Help / Daikon Forge and Playmaker System Events
« on: April 01, 2014, 03:01:53 AM »
Hi everyone, i am using Daikon forge these days for some game and i have some trouble with system events. What i want to achieve is that when i mouse hover an Daikon forge element i want something to use Playmaker stuff since Daikon Forge stuff working pretty much drag and drop and with there is much more control with Playmaker, but there is problem cause somehow Daikon forge doesn't trigger some mouse related system events.
Theses events working properly:
 - Mouse Down
 - Mouse Enter
 - Mouse Up

And these events aren't working for some reason:
 - Mouse Exit
 - Mouse Drag
 - Mouse Over

Tested with every Daikon Forge element, buttons, sprites, textures....

Those System events working properly on any other game object but not working with Daikon Forge game objects.
Why is that, is there any fix for this?


Hi! What you can do to control your music volume is to create empty game object on scene, add audio source component and in inspector specify your desired music for that game object (note that music has to be set as 2D sound). Then add FSM component to that game object, create float variable (call it for example musicVolume), then add horizontal slider to that FSM State. For slider specify float variable to be your float variable yo just created, left value to be 0 and right value to be 1. After that add action Set Audio Volume and for volume specify your float variable to be every frame.
Hope this helps ;)


PlayMaker Help / Re: How do I get this in playMaker?
« on: March 21, 2014, 06:41:23 AM »
What do you mean exactly using transform class?
Do you mean this:

public speed = 5;
transform.Translate (0, 0, 5 * Tim.deltaTime)
which will move GameObject in z direction by 5 per second, or
transform.Rotate ()...... or
rigidbody.velocity = transform.right * 10;

I suppose you want to use transform.Translate and to move your GameObject on x and y axis, in that case you just use Translate action and you will get that.


PlayMaker Help / Re: Is it possible to rename a global event?
« on: March 21, 2014, 06:10:39 AM »
Didn't have problems using global events so far but had some problems using global variables but i learned how to fight against those problems i can work normally now. First you have to beware when changing or deleting prefabs that have global events or variables on them, that can cause disruption in those events / variables. Use local variables instead of globals, it can be harder sometimes but it is safer way (use more get / set fsm action to achieve this) and for events name them properly, idk is that going to help but since i didn't have any global event switching problem so far in my case i always name events like this: "Group of event / Name of event" for example GUI / Activate, GUI / Deactivate, INVENTORY / Show Inventory, INVENTORY / Hide Inventory, STATS / Hide stats.....

This problem can mess your project pretty much sometime so backup your project always, we all hope some solution will be found fast.


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