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Messages - TerraImagina

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General Discussion / Re: Helping on each other project
« on: June 12, 2020, 06:54:13 AM »
Thank you so much for the kind words :)
I Didnt know about the slack chat, will register asap.
Have a great day!

Share New Actions / Re: Game Creator Integration
« on: June 03, 2020, 02:20:52 AM »
Hi Cel, thank you for the update! pretty exited to use your actions once those are ready.

PlayMaker Help / Re: trigger2D event doesnt detect multiple pieces
« on: April 02, 2020, 11:58:30 AM »

Just a small bump,
I tryed to fix this issue today but still could not make it work...

I am not sure if the description really help to understand the problem,
In case, I attached the scene, as a prefab.

The mechanic work if each puzzle piece, have a  FSM that detect a trigger enter.
But I wanted to have this script in a single GO "_gameMechanic" and have a get owner to each single puzzle piece... so it is more clean.
Now I am not sure it is doable.

PlayMaker Help / trigger2D event doesnt detect multiple pieces
« on: March 29, 2020, 01:51:51 AM »

I have a bug on a scene and dont know how to fix it.
It is a simple drag and drop mechanic.
Drag a piece "dragelement" on to a GO "goal"  and it should detect a trigger enter to make it bigger.

I made the script in _gameMechanic GO and use on the pieces GO "dragelement" a "get owner" to declare itself as a variable called "currentobjectDrag"
Then I duplicated the GO "dragelement" to have to similar puzzle pieces.

When I test the scene, the first GO I drag react normally and detect the trigger2D event (enter and exit), but the second GO I drag fail to detect anything. (watever the first GO I drag, it will work only on this first GO)
Even if the script recognise the "currentobjectDrag" variable is the current GO I am dragging, it fail to detect its trigger event. Only the first GO dragged will react to trigger2D event.

Did you get this kind of problem or know how to fix it?

Thank you

PlayMaker Help / Re: Math app / display numbers as sprite
« on: March 11, 2020, 02:46:21 AM »

Thank you so much Jean!
I didnt know textmeshpro allow you to use custom image atlas, just saw a video about it and it work even with colored texture, this is indeed the best way to go :)

I will try this way first, if for some reason it doesnt work as intented I will try as you suggest with playmaker and a bit of patience.

PlayMaker Help / Math app / display numbers as sprite[SOLVED]
« on: March 10, 2020, 07:05:02 AM »
Hello everyone,

I am trying to find a way to display numbers as sprites (with animations). This is for a math app where I need to be able to use the numbers for calculation as int and display everything with sprite.
I am quite unsure how to design the logic as simple and versatile as possible.
I would like to have 10 sprites, from 0 to 9 and be able to use them to display any int number in real time.
I can do that easily for numbers from 0 to 9, but when the int numbers are 10 or 100
it become more tricky :

for 15, I would need to know it is made of 2 numbers : 1 and 5
 create a game object with 2 children
 use the sprite nammed 1 for the first child,
 translate the next object to the right to have some space in between
 use the sprite nammed 5 for the second child,

Is there an elegant method to work with numbers this way, without using to much ressource (creating and destroying object...) ?

Any help would be really appreciated :)

General Discussion / Re: Playmaker longevity?
« on: March 02, 2020, 02:42:24 PM »
Thank you for all the help and support you provide!
I never saw such a support with other tools I used. This support is priceless for someone who want to learn how to work with unity.
This is really smart to invest that much time to help the community via the forum.
And it is a proof of an asset that will be alive for a long time!

PlayMaker Help / Re: In App Purchase logic
« on: March 01, 2020, 03:03:07 AM »
Thank you Jean and Broken Stylus!
This was a great help once again, really appreciate your support!

PlayMaker Help / In App Purchase logic[SOLVED]
« on: February 27, 2020, 03:32:38 AM »
I am trying to create In app purchase using easy mobile pro.
They have playmaker action that is why I bought it

I copied the FSM that allow to buy, created the Products on apple store page and set everything, and it seems to work on my build device (exept I cannot buy the Product when the app is not released yet)

The question is :
How do I connect to my actual content (I want to unlock some scenes, or some models)
to the products ?

Is there someone who already used IAP and could explain me the logic and the setup ?
How to retrieve information of product purchase
Should I save those informations ? (Via player prefs?)

I guess it is not dependant from any IAP asset.

Thank you for the help :)

Glad it worked for you,
I think when possible it is best to use a dedicated action : like activate game object, especially if you use it often.

Hi Titoro,

I got the same problem, on a build using set properties,

Here is a response from djaydino that helped me to solve the problem

"When using Get/Set Properties you need to use the "linker wizard" and play the whole game to be sure everything is detected.

Also Get/Set Properties uses reflection, which means they are slower than dedicated actions.
but with a small amount it is not noticeable."

User Showcase / Re: Jungle Town "Birthday quest"
« on: February 21, 2020, 10:41:59 AM »

It really looks awesome, and with a lot of contents!
Congratulation and best wishes for the sales  :)

PlayMaker Help / Re: detective game logic
« on: February 18, 2020, 03:43:21 AM »
Thank you Jean Fabre, really appreciate the support you are providing !

I implemented the hashtables and player prefs logic as you recommended and it work fine so far. It is done on a game object called _clueMechanic
The only thing I didn't understand is why I should tag this gameobject or have it as a  global variable? Is it not possible to have it on each scene I need and have a direct link to it, when I want to fetch variable to other FSM ? What is the benefice of your method ? I also read about dontdestroyonload on object to use them on all scene as well, but I am not sure it is relevant in this case...


PlayMaker Help / Re: detective game logic
« on: February 17, 2020, 02:27:52 AM »
Just a friendly bump  ;D

I start to understand how to make the game mechanic, but as I never worked with array so far I don't know which method is the more suited for such a game.
I don't know how to handle the "clues". The clues are generated on the first scene, and then based on those clues, each scene will show different images.
Is it better with hastable or array ? Should I save them as global variable, or in the player prefs ?
I think I am a bit loss about how to handle variables in a game...

I think it occur when the "global variable"window is open. At least it was the problem for me.

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