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Messages - volcank

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PlayMaker Help / Performance slowed down dramatically!
« on: April 14, 2020, 07:31:15 AM »
I am making a mobile game ( for iOS) and it is touch based game.  I use mouse pick event to touch the objects on the scene and destroy them. Basically making a game like toon blast. So the same colored objects (lets say candies) if they are touching each other they all get destroyed like a chain reaction.
I also create levels as prefabs in only one scene and each prefab has the game borders level set up and most importantly has around 160 small spheres created at once in that prefab. Also what those spheres make is (they don't have collision and also shadow cast and recieve is off and without rigid body) once they are created they had random events in them and creating 4 different sphere objects with different colors so the level is created like that.

Everything was working fine and the game play started quick in preview like 3-4 seconds and in mobile it had good performance. But I also wanted to add a shop system and I did it with integer variable. So basically I would set that int with playerprefs like if that is 3 then those 160 spheres would spawn a different kind of candy with different colors. So I have 9 different candies. When I did this shop thind things changed totally. now it is taking around 25 secs for preview to start and also same with mobile after showing Unity logo it takes again around 25 seconds for game to start. I wonder what might be the problem. Can that be that the meshes are heavy for all other candies and Unity is calculating them. Or the variable I am using causes that like I should use string instead of integere etc.?

I also have an object standing at top of the candies and when the candies start to be destroyed that object at top starts to fall down like Candy Crush games etc.

The game was almost finished and now I am facing this issue and I would appreciate your advice! Thank you so much!

General Discussion / 3D Zombie shooter course!
« on: October 01, 2019, 12:02:18 PM »
Hi everyone,

I just uploaded the first 10 videos of my Udemy zombie shooter course to my youtube channel. I guess will upload the rest! But for now only 10 videos for a start. I hope you like it and any advice is appreciated. I would appreciate if you could subscribe to my channel for support. Thank you.

Thank you everyone for liking and for the support of moving it to the right forum. My bad didn't know just where to post. Sorry for inconvenience.

Hi everyone,
Just excited to share with you that my first Unity and Playmaker Template is accepted by Unity Asset Store. Check it out!

Thank you and Happy Gaming

User Showcase / Re: Finished Projects Made With PlayMaker
« on: July 09, 2019, 08:36:36 AM »
Hi guys,

I created the mobile game below using totally Playmaker without coding. Android version coming soon to Google Play and Amazon Appstore. Except gameplay setup, certain small scripts were used but mainly for integrating GameAnalytics and Facebook SDKs.

Also iTween plugin with playmaker actions were used mostly for enemy and car animations.

Have a great day!


PlayMaker Announcements / Re: New Playmaker Course At Udemy
« on: September 24, 2018, 10:16:11 AM »
Ok Jean sorry about that! Will do like that next time. Have a great day!


General Discussion / New Course At Udemy
« on: September 20, 2018, 04:42:51 PM »
Hi guys,

I just created a new course at Udemy where I teach to make a Zombie Shooter game. Hope you like it.

PlayMaker Announcements / New Playmaker Course At Udemy
« on: September 20, 2018, 04:42:36 PM »
Hi guys,

I just created a new course at Udemy where I teach to make a Zombie Shooter game. Hope you like it.

PlayMaker Announcements / Udemy Course
« on: August 08, 2018, 01:57:02 PM »
Hi everyone,

Just created a basic tutorial at Udemy for creatin an action adventure game. The course link is below.

PlayMaker Help / New Course At Udemy
« on: August 08, 2018, 01:55:47 PM »
Hi guys,

I just created a course at Udemy on making a small action adventure game. The link is below.

PlayMaker Help / Re: Collision event problem with jumping.
« on: July 31, 2018, 09:21:11 AM »
Hi actually I have tried that before but now I only used float clamp and seems to make the trick but still need to test. So I apply float clamp right after I add the Y force to my object. So my jumppower is a float called "jumppower" and I set minimum to 0 and maximum to 500 and I say everyframe. Then I use Next frame event after that to go back to start state. Could that make the trick??  Thank you for the advice.

PlayMaker Help / Re: How to save score when game restarts
« on: July 21, 2018, 04:15:08 PM »
Ok I did it! Thank you so much! My thing was I was calculating the starting x point and the current position x point of the player subtracting it and adding it  as score so giving a score for distance but of course when game restarts the position was also 0 again that is why it reflected at top as 0 when the game started. now I add score like every second but will find another way to add score like killing and enemy or something else.

Thank you so much for the help.

PlayMaker Help / Re: How to save score when game restarts
« on: July 21, 2018, 03:08:57 PM »
Hi, thank you it almost worked only like when the game restarts it shows 0 points but when I score my first point then it adds the score of the previous game and continues like that! Is there a way to show the score at the beggining??

PlayMaker Help / How to save score when game restarts[SOLVED]
« on: July 21, 2018, 05:14:44 AM »

I am making like a loopable game where if the player reaches and the game restarts only the whole color theme will be changed and I will like add 1 to the Level Progress Bar so it will give the illusion of level progress. I make random scenes using object pooling. The thing is  I want to have the final score that player earned when the game restarts. If the player has 100 points at the end of level I want the game to restarts with 100 points. But if game is over I mean player dies then naturally the score should set to 0.

I used playerprefs for saving highscores so I can save highscore only couldn't implement that in saving score when player restarts the game. Or should I make different scenes (levels) to player will jump to next one and maybe there is a way to save score when jumping to a scene?? I would appreciate any help.

Thank you

PlayMaker Help / Re: Collision event problem with jumping.
« on: July 21, 2018, 03:55:00 AM »
Hi thank you,

Seems Next Frame Event almost makes the trick just like wait option. Only when I continue to play it still if it collides like both objects at the same time it like rocket jumps in the air. I really don't know why. I think I need to find a way to keep that jump float valua constant like 500 or 450 always!


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