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Messages - antibob

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PlayMaker Help / Re: Trouble with countdown timer with 1/60 seconds
« on: February 19, 2018, 07:13:37 PM »
I'd suggest moving all the logic to floats and see if that helps with precision.
All numbers can drift a bit but floats give you a little more control over math functions. Also, consider building your own time function based on a float that governs your "Time". It may still be relative but it may give you a bit more control.

Finally, Have you looked at Chronos It has it's own time manager. I'm not sure if it would help in your specific situation but it's worth a look.

PlayMaker Help / Re: Trouble with countdown timer with 1/60 seconds
« on: February 18, 2018, 05:29:26 PM »
Use "Convert Seconds to String" action. It will give you accurate milliseconds. Just use a float variable as the number of seconds. Works like a charm.

User Showcase / Two Rooms and a Boom Companion App
« on: February 18, 2018, 04:22:08 PM »
Hello Everyone,

I just wanted to share a project I just posted to the App Store.
It’s an official companion app for Two Rooms and a Boom card/party game by Tuesday Knight Games.

100% Playmaker!

Thanks for checking it out. You can find it here:

You could deactivate the "Button Script" component with a "Set Property" action. Just drag the button script component title into a state and choose "enabled" and set it unchecked/false.

You could probably do the same with the "recast target" in the same script.

If you think P.M. killed your project, delete any Playmaker reference in your project folder and reinstall P.M.

It's best to connect prefabs with game objects (and variables) by finding GameObject dynamically by name or tag.

PlayMaker Help / Re: Rotate Player According To Mouse Position
« on: February 10, 2018, 09:54:30 PM »
Try a Mouse Pick action, store the position and use Smooth Look At to look at the stored position. Note that the mouse pick needs an object like a ground plane or other object in the background to register the position. I often store the Game Object Collider in a Mouse Pick just to help debug what is being selected.

PlayMaker Help / Re: 2d Turret firing.
« on: February 10, 2018, 09:49:17 PM »

I have a 2D shooter project in the works and used a couple of different solutions.

One is to get the speed or velocity of the turret and add it to the bullet along with the speed, velocity or force of the bullet. You can use the Add Relative Force action.

To get the direction of a Vector2D I use a "projectile spawn" empty game object as a child of a the "turret". The spawn is offset in the forward position infant of the turret and set as a child of turret. Subtract the Projectile_Spawn from the Turret_Position to get your direction. Add a multiplier to the result and use it for 2D Add Force and you should be in business.

Here is screenshot.

PlayMaker Announcements / Re: Playmaker Game Jam
« on: February 10, 2018, 01:56:07 PM »
I agree, make it educational.

Maybe submissions should include a simple postmortem (text or video) explaining the playmaker logic...?

Alternatively projects could be submitted with a short tutorial about a Playmaker mechanic or logic included in the game....?

Sounds like fun!

PlayMaker Help / Re: FSM State Issues
« on: February 08, 2018, 02:59:51 PM »
You can use Get Key action which results in a bool (true/false if pressed/not pressed). You can then bool test.

You could also add a Get Key Down on the Walking_Right state and listed for the A key to be pressed and send it directly to Walking_left.

PlayMaker Help / Re: On Collision Enter not working as expected
« on: February 05, 2018, 03:54:17 PM »
Use Get Collision Info and Compare Game Object with Tag instead of using the collision event action.

Or take off the global event and move the wall detection loop to another state machine.

PlayMaker Announcements / Re: Playmaker Game Jam
« on: February 05, 2018, 03:25:41 PM »
Count me as interested.
I know a few other who would be interested as well.

PlayMaker Help / Re: Unity 2017.2.1 and Playmaker Update
« on: December 21, 2017, 11:08:03 AM »
Delete all references to Playmaker in your assets folder including iTween, Widgits, Plugins and Playmaker folder and do a clean install.


PlayMaker Tutorials / Re: Enemy AI Target Awareness
« on: April 07, 2017, 11:30:29 AM »
Sounds great!

Email sent...

PlayMaker Tutorials / Re: Enemy AI Target Awareness
« on: April 06, 2017, 05:32:27 PM »
Thanks, Jean.
I'd be happy to share the demo scene.

I'm on Twitter @BillsClass

Thanks for adding. I'd rate difficulty at 2-3.

PlayMaker Tutorials / Enemy AI Target Awareness
« on: April 05, 2017, 02:28:48 PM »
I posted some Screencasts covering basic AI using Playmaker. The series of screencasts covers the basics of range/proximity awareness, field of view and line-of-sight which is used to establish if an enemy is aware/unaware of a target. Enemy navigates a Navmesh accordingly.

You can find the Playlist here:

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