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Messages - daniellogin

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PlayMaker Announcements / Re: Playmaker Game Jam 2020
« on: October 06, 2020, 01:36:41 PM »
Corol draw is not used directly in unity.

I know but isn't it just a technicality that Umodeler runs out of the Unity window? It's just a model tool. It doesn't give you any kind of edge or shortcut into making a game, it just makes a mesh like any other stand alone modeling tool would. It would work exactly the same if it had it's own EXE. 3DS max costs twice as much to own for only a single month, when compared to owning Umodeler outright.

I know it's just a quick event and not meant to be fabulous, but even if I am to just use a cube as a character, I can't even do a UV to put a texture I scribble up on one side like a face. That's why I would like to use the modeling tool that I know how to use. 

PlayMaker Announcements / Re: Playmaker Game Jam 2020
« on: October 06, 2020, 12:31:11 AM »
What about Umodeler or Clayxels to make mesh? I mean are we limited to blender only? They make models, but I've never used blender... And if that's the case, where is the line drawn? Am I to not use Corel Draw either because I paid for that?

Sorry I'm not being sarcastic, just trying to know I'm playing fair like everyone else.

PlayMaker Announcements / Re: Playmaker Game Jam 2020
« on: October 05, 2020, 10:29:17 AM »
Actually, further to the above, what about the use of purchased sounds?

PlayMaker Announcements / Re: Playmaker Game Jam 2020
« on: October 05, 2020, 10:25:19 AM »
When it says no paid assets, does this also include tools like automatic lightprobe placement, or a mesh combiner? What about stuff like Aquas water or volumetric lighting or fog?

General Discussion / Re: Playmaker 2.0 concerns
« on: July 31, 2020, 05:23:24 AM »
OK I didn't realise that, but now it makes a lot more sense.

First of all, you should be doing a Pool instead of instantiating. This will reuse objects pre-loaded into your scene rather than creating new objects every time. This is better for performance.

Second, when you need the particle to appear, you get the position it is to be at, then you spawn them on that position. So for example it may be the location that the projectile is on when it impacts, or the position of the object that gets hit, etc.

On the particle have an FSM which does a simple Wait (giving enough time for the effect to finish) then do the destroy back to pool.

Find the Pooler on the ecosystem.

General Discussion / Re: Playmaker 2.0 concerns
« on: July 30, 2020, 07:48:00 AM »
The other option might be to pay for add-on packages. Want navmesh, TMP or other options, then pay a small fee. That way, some costs of updates may be re-cooped.
The problem with that is a large portion of those things are actually made by the community already. Literally your two examples are ones that third party people in the community made and shared on the ecosystem for free.

But it's sort of what I meant by buying a version bracket. You buy something and it can do stated things, and work with a stated Unity version. The only free updates on that are to fix bugs with existing features. Anything that needs to be updated for compatibility, or added as new features, sell that as a new version. Have like a upgrade from last version fee and a purchase whole asset fee (needed if you don't have the very last version released).

I understand though if a business is under pressure to be viable that different models of payment may be required. It would really be a trade off though. I can only assume, but I really think you would lose a HUGE chunk of new sales if people can't own it without paying forever on for it. So sure you would get more money from the ones who do sign up, but that will need to compensate for the other lost sales before it can be additional profit. This would also mean that pretty much only people dedicated to and confident about releasing paid games will choose to commit to paying indefinitely to use it and have access to their own projects.

One thing I will say again though; at the very least, Playmaker is being sold way too cheap. Again, I don't know how much it will cost sales volume to put it up, but for it's worth it's being massively under priced.

General Discussion / Re: Playmaker 2.0 concerns
« on: July 29, 2020, 08:48:22 AM »
Look I really really second that a subscription would SUCK. Another comment said even if it's $100 one off, that's fine. I say even $200 one off is fine. Maybe more, since it's a decision you can calculate all in one go and know what you are in for. But to be never finished paying for something is too much to swallow! I don't even need support on discord... I mean maybe my advise isn't always the greatest... but I'm literally one of the people on there helping people every day! (for free mind you). So what would I personally be paying for? I would be paying other people to learn in the support channels... while still likely giving that actual support to them myself?

The only thing that would need paying for is new work done on updates. So in that regard, it would be better to buy version brackets. I own X version to Y version. Anything after that, I need to buy that. I'm fine with that. Because the day I don't want to pay, I keep what I'm happy with and already paid for, and the asset is not robbed from me, along with all my open projects. Sure maybe it would stop working with a later Unity version or what not, but that would be a real reason for me to pay for something I'm actually benefiting from.

General Discussion / Re: is coding necessary for a 6 Yrs old kid ?
« on: July 09, 2020, 01:25:14 AM »
I'm going to be cynical and say it sounds like the school is trying to up their revenue.

"Do you want fries with that?"

PlayMaker Help / Re: Does PlayerPrefs work for Nintendo Switch?
« on: July 07, 2020, 03:18:00 AM »
Nintendo will give developers a special version of Unity to work for their platform...
Wow... I did not see that one coming.

either you find a nintendo developer that is willing to break the silence, taking the risk to be kicked out of the platform... and let you know if yes or no playerprefs are supported, or you will find out only after you have been approved
I can't believe it. Insane indeed. I'm just blown away by how secret it all is.

But thank you for at least informing me of this side of things so I don't waste my time continuing to search for the info.

PlayMaker Help / Does PlayerPrefs work for Nintendo Switch?
« on: July 06, 2020, 10:36:13 AM »
Anyone have Playmaker projects working on the Nintendo Switch?

I want to know if the PlayerPrefs actions work or not? Or otherwise, how can I save variables between play sessions?

Right now I'm working on my project to get it to a level that I can pitch a fairly feature filled version to a publisher to get access to the developer kit, or alternatively to apply directly to Nintendo for it. However this means I'm concerned that work I'm doing now will need to be redone if it's not actually compatible with the Switch.

I haven't used it, but maybe something like this free asset is what you need:

Action Requests / Re: Game Object Switch
« on: June 22, 2020, 11:28:33 AM »
Maybe I don't understand, because I'm wondering why you don't just use Gameobject Compare:

PlayMaker Help / Re: RPG / Grenade blast
« on: June 22, 2020, 11:16:11 AM »
Well an easy way to do it would be a trigger.

You likely want to have an explosion particle spawned on the spot anyway, so;

1) In that same object (or child of it) place a regular sphere. Resize it to the area you want to blow up. Give it a tag, like 'explosion' or something.
2) Set it's collider as a trigger and turn the mesh renderer off. You will also need to add a Rigid Body component to the object. Turn the gravity off and set it to Kinematic.
3) Use and FSM to do a short wait and then deactivate the whole prefab with the particles, or just the sphere if you want the effects to linger longer than the blast detection.
4) Your enemy also needs a trigger collider. It doesn't need to have a rigid body because the explosion sphere does.
5) Have an FSM on for your enemy which is using a Trigger Event, which is looking for the tag you made (my example was 'explosion').
6) The event goes to where you deal your damage or kill the enemy outright just for being hit at all.

Now the most simple version is that being touched is instant death for the enemy. However you can add to it so the edge of the blast hurts less than the center. You can do this by storing the object that set off the Trigger Event (the sphere) and then getting the distance to it. That distance will be taken from it's center. You could make it so it checks for say 3 distance brackets (maximum damage, medium damage, little damage) or use it with some kind of math formula to work directly on the maximum damage.

What specific switch actions are you looking for?
I think when I asked that I had in mind simply just the input stuff. Normally I use InControl for controller actions... anyone have any experience with using that for Switch? And though I'm not specifically wanting it yet, would it be hard to use the motion control that switch controllers have?

Oh and if Easy Save doesn't work, does anyone have any suggested alternatives? What about PlayerPrefs? Is that compatible? Otherwise I'm really wondering what the process would be to even save things like settings and player progress.

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