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Messages - curb47

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1
PlayMaker Help / Re: Help with Implementing new game Mechanic
« on: January 14, 2021, 02:56:09 PM »
2d or 3d?

What system have you in currently in place for the jumping? Physics or Translate?

2
PlayMaker Help / Re: Easy Save - quick question
« on: January 12, 2021, 11:28:46 AM »

3
PlayMaker Help / Re: Easy Save - quick question
« on: January 12, 2021, 11:25:51 AM »
Okay, thanks.

4
PlayMaker Help / Re: Activate a "game object" in another scene
« on: January 12, 2021, 11:15:04 AM »
No worries. I'm not sure if it's applicable for your needs, but it works perfectly for me. I guess the fundamentals are simply, you have a Game Manager object (just an empty object, re-named 'Game Manager') and on that object you just give it a load of variables and you can carry the object from one scene to another, and using Get FSM Float/Integer/Bool etc etc you can get the value of any variable and then set anything in your newly loaded scene accordingly.

I guess you could have an Integer saved to the game manager and have a simple Integer Switch - if value=1 enable sword, value=2 enable picture, value=3 enable frame etc etc.

Now I know about the Game Manager / Do Not Destroy on Load technique, I really think I'll be using it in every project I do. It's a really handy thing, and you can just add more and more variables to it as your project grows.

However, to be honest, I don't know if the method HeavyGunner suggested (Playprefs) is better for you.

Good luck!

5
PlayMaker Help / Re: Activate a "game object" in another scene
« on: January 12, 2021, 10:18:31 AM »
Here you go...

https://hutonggames.com/playmakerforum/index.php?topic=22928.msg100251#msg100251

Lots of screen grabs which is quite helpful.

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PlayMaker Help / Re: Activate a "game object" in another scene
« on: January 12, 2021, 10:13:15 AM »
Sure, I'll find the question I asked here... one mo

7
PlayMaker Help / Re: Activate a "game object" in another scene
« on: January 12, 2021, 08:37:03 AM »
Heavygunner - Is the technique you described more efficient/better than using variables saved to a Game Manager object set as Don Not Destroy On Load?

Or is it a different thing entirely?

Thanks.  J.

8
PlayMaker Help / Easy Save - quick question
« on: January 12, 2021, 04:57:07 AM »
Hell there,

I hope you're all well.

I've been looking at Easy Save, and it appears to have a function that can save/store game objects and the Transform data.

This is the scenario - In my game you pilot a little short range fighter spaceship, but are dependant on a mothership orbiting in space for things like upgrading weapons, asset management etc.

When you dock into the mothership it loads a new scene, the mothership interior. This scene is NOT an additive scene.

If you're whizzing around in the fighter ship and a load on enemies spawn, and you take damage, or the mothership is damaged, you can dock with the mothership mid-battle so replenish health, fix the mothership etc. This loads the mothership scene.

The way the game is at the moment, when you exit the mothership, and launch your fighter spaceship, all the the enemies that you were fighting are gone because the game re-loads the gameplay scene.

Am i right in thinking that Easy Save can save all the positions and variables of the enemies, so when you exit the mothership the battle can continue from where you left it?

If that's the case, that would be AWESOME!

Thanks.

9
PlayMaker Help / Re: How to start as a beginner in game design?
« on: January 10, 2021, 01:59:56 PM »
I really recommend starting with the Jonathan O'Duffy course on the tutorials page, and go through every lesson methodically.

Finish the course, then throw yourself into a game. Once you've started a project expect to have many frustrating times, and difficult challenges, but huge moments of self satisfaction and growth.

Good luck!

10
PlayMaker Help / Re: Pooling Problems
« on: January 10, 2021, 01:56:36 PM »
Don't worry, downloading from the eco system is safe. The pooler actions are good and will get set you up nicely.

Like anything in Playmaker/Unity, pooling can be a bit of a brain squeeze at first, but it's a very simple concept and easy to do once you've got your head around it.


11
PlayMaker Help / Re: Change Material of pooled Prefab before spawn?
« on: January 06, 2021, 09:39:18 AM »
Thanks djaydino,

I considered setting the the level/colour on the actual Prefab itself, but thought there might be a performance hit as the lasers fire very rapidly, and I wanted to minimise the amount of 'work' required.

I'll give it a shot and get back to you.

Thanks again.

J.


12
PlayMaker Help / Re: Change Material of pooled Prefab before spawn?
« on: January 06, 2021, 02:48:02 AM »
Actually, scratch that last comment, it doesn't work properly. It's unreliable.

I think I need to add my Pooled LASER1 objects to an Array, then go through the array and set the Material/Color accordingly.

Or is there a way to set the Material/Color of the Prefab before it's pulled into the Pool?

Mmm. How do I do this? Thanks.

13
I've surprised myself and managed to do it!

I set the Laser Prefab as an object variable, and the Material on the Draw Line as a variable, then simply set the Material variable according to the different Laser power.

Quite simple actually.

14
PlayMaker Help / Change Material of pooled Prefab before spawn?
« on: January 05, 2021, 01:08:19 AM »
Hiya, hope you're all well.

I've got a brain stretcher...

My little spaceship fires lasers, which can be upgraded through 5 levels of power. Here it is at level 1, a single laser...


The laser object exists as a pooled (Pool Boss) prefab, and uses the Draw Line action...


With each level of upgrade I'd like to change the colour/material of the Prefab so the change in power level is clearly indicated in the gameplay.

I've got the power lever system sorted out, so as you upgrade, the damage done increases, the issue I'm having is I'd like the material to be updated, on all the Pooled objects before they are spawned, however, the objects are disabled (of course) and I can't seem to add them to an array or 'find' them. Know what I mean?


I thought I could just make 5 different Prefabs of the Laser (LASER1, LASER2, LASER3 etc) , each with a different colour/material and depending on the upgrade level, Pool the corresponding Prefab. I think this would work.

I guess I'd like to streamline the process, and if it's possible to just change the material, that would be better.

Thanks in advance.

J.


15
PlayMaker Help / Re: Abilities
« on: December 31, 2020, 02:34:42 AM »
It's quite a broad question you're asking... where to begin?

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