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Messages - PlaymakerNOOB

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PlayMaker Help / Re: Making an AI with Playmaker
« on: April 27, 2020, 10:04:52 AM »
Behavior Designer has easy to build AI with a visual node system.  Heard good things, but have not used it yet!

Third Party Integrations:
- PlayMaker

Share New Actions / Re: Json HashTable actions
« on: April 23, 2020, 12:07:55 PM »
While exceptionally hacky, I was able to use the action String Split.  Added the raw json as input, and then exported to an array.  This made everything easy to find.  I was able to use "Array Contains" and search for


which provided me the index of it.  Then I just added 1 to that index, which gave me  the key I was looking for.  Problem solved!

Share New Actions / Re: Json HashTable actions
« on: April 22, 2020, 07:12:42 PM »
I've found this action on the ecosystem

and ran into an issue where the data I want, is behind a nested array. For the curious, the URL is and when I try to use the action "Extract from Json" with extracting "user", i get the following as a result:  System.Collections.Generic.Dictionary`2[System.String,System.Object]

which should provide something like
    "login": "rauchy",
    "id": 289488,
    "node_id": "MDQ6VXNlcjI4OTQ4OA==",
    "avatar_url": "",
    "gravatar_id": "",
    "url": "",
    "html_url": "",
    "followers_url": "",
    "following_url": "{/other_user}",
    "gists_url": "{/gist_id}",
    "starred_url": "{/owner}{/repo}",
    "subscriptions_url": "",
    "organizations_url": "",
    "repos_url": "",
    "events_url": "{/privacy}",
    "received_events_url": "",
    "type": "User",
    "site_admin": false

 The recommendation is to convert the pulled data to something that datamaker uses, which after looking further on the forums is "Convert Json String To XML Node" but that does not seem to be included on the ecosystem's "Data Maker_XML_JSON" package.  Looks like ConvertXmlNodeToJson.cs is also missing.  Can we get those actions added please?

Action Requests / Re: UnityWebRequest
« on: April 21, 2020, 07:17:40 PM »
Wanted to let you know Jean that this did solve my issue.  Thanks a ton and i've marked it as solved as well!

PlayMaker Help / Re: Read CSV overwrites other csv References
« on: April 21, 2020, 09:33:22 AM »
My guess, your CSV reading logic is bugged as you have it somewhere copying CSV variable 1 and pasting it with CSV variable.
 Happens me far too often when I copy/paste code from one section to another.

I'd recommend just making your read CSV logic a prefab or template, and then just call it again for the 2nd, 3rd, 4th CSVs.

Share New Actions / Re: Playmaker + Scriptable Objects = Win
« on: February 28, 2020, 08:51:58 AM »
Creating scriptable actions seems like it will be insanely difficult to cover everything.  Although, totally looking forward to it!

PlayMaker Help / Re: Need advice on data driven design
« on: January 10, 2020, 07:37:08 AM »
If you are into spreadsheets + and using Playmaker you can use GameDataEditor.  The dev has stopped updates on it and only provides bug updates.. but it does have playmaker and google drive support and works quite well I think!


saw this post: and realized BG Database looks like a better solution if only because of the playmaker action generator

PlayMaker Help / Re: Web Request file types
« on: January 03, 2020, 10:19:19 AM »
Couldnt you name the filepath: downloads\DownloadText.txt

This should give the file a .txt extension which Unity should see and could import with datamaker

PlayMaker Bug Reporting / Re: Android - Debug Log not reporting
« on: December 10, 2019, 07:52:07 AM »
When I click on your profile, there is an email icon on the left.  When I click it, it only allows me to email you directly and there is not a CC or BCC option.

To prevent them from getting spam, their email is listed on this page, on the right.

I emailed them again and they have agreed to allow SRD playmaker portion to be updated if somebody created the actions instead of the SRD devs and they would package that update.


sent Jean an email through the forum

Share New Actions / Re: UniBulletHell actions
« on: December 10, 2019, 07:37:10 AM »
Re-Controller.  I downloaded the demo via steam.  I was using a PS4 controller plugged in via USB on windows.  Steam saw it, but the game didnt so I was forced to use keyboard.

Re-Options.  I would say that maybe at startup have the player set those settings.  This way they know about it as a toggle, rather than a hardcoded feature.  It could be a one time popup, or something you set ever time on startup.  You have made amazing forward thinking progress by allowing your game to be played by those with disabilities such as poor vision and color-blindness.  But enabling the flashes and shakes to the degree you have, does alienate potential users who are prone to seizures. 

Re-Weapons.  I am not advocating for instant switching, just when a new button is pressed while holding down the existing button, to stop firing and switch weapons. 

Re-EXP.  Great!  Clever idea and it seems to work well but I never made it past the first boss because I dont like playing on keyboard so if it did have a 2nd level, I didnt know.

PlayMaker Bug Reporting / Re: Can't Install Playmaker on 2019.2.9f1
« on: December 09, 2019, 04:05:32 PM »
This happened to me today.  You have 2 potential problems

1) If there is any red errors in the console log, it will prevent the playmaker window from opening after installation.  Fix those errors to correct the problem.

2) If the playmaker installation window doesnt open automatically, you can find the Playmaker folder within assets, inside that is the Install folder, and inside that is the Playmaker 1.9 file.  Double click that to open and to install playmaker.

PlayMaker Bug Reporting / Re: Android - Debug Log not reporting
« on: December 09, 2019, 03:55:47 PM »
I emailed them a few days ago.  They had a disappointing reply stating that they wanted to do add that feature, but had not gotten around to it and most likely, it would not be added.  So it looks like playmaker support is dead on that asset.

Share New Actions / Re: UniBulletHell actions
« on: December 05, 2019, 07:41:02 PM »
Seeing this post reminded me of your game.  Im sad to see it pushed back to Q2 2020, but I am still looking forward to it.  I think you've successfully captured the joy of those 90's games you reference.  If you have an official thread somewhere point me there so I can provide some feedback.  But I do have the following I want to provide while its still fresh in my mind after playing the steam demo.

1) Need built in controller support.  I hated playing on keyboard and was too lazy to remap the controller
2) I almost had to quit playing because the screen flashes and screen shake were too much.  Luckily I found them in the help section
3) Speaking of Help, I first tried Menu at the pirate boss looking for the settings and it took me back to the beginning! I'd suggest putting a warning like "Are you sure you want to quit to the Main Menu?"
4) There were times that I was holding down Z and wanted to shoot a missile with C but couldnt.  I kept getting frustrated that when I pressed the alternate button nothing was happening.  Then after letting go of Z and hitting C i saw the animation showing that weapon Z was being removed and C was replacing it.  I think thats a brilliant move, but I would recommend that if whatever button is being held down, the next weapon button that is pressed would automatically switch over to it.
5) I loved that some weapons had kickback (the one that fired 3 big shots at a time) and others had a gentle enough kickback that it made you consistently move slower when going forward when active -- I dont remember the name of it.
6) As a player who loves Shoot em ups, i'd say that the first level was roughly 45 seconds to 1 min long before encountering the boss.  The steam page says 5 bosses and I think thats a bit too few.  Granted, i've also looked up the indiegogo and its due to a financial limitation but I think you can work around it with some more creativity.  For what its worth, I would highly suggest you also look into Spelunky and 20XX as additional inspiration of how you can use randomly generated content to prolong levels in a meaningful way.  One way that I thought would fit neatly with your game, was to have a random % chance say 5-10% chance that when a boss shows up on screen, the boss decides to 'run away'.  This means that both the boss and the player enters warp.  In Warp the player has to dodge all the asteroids for 20-30 seconds.  If they can, then the boss drops out of warp and the battle begins.  If the player touches or gets hit by an asteroid, then they drop out of warp and have to complete a mini level and then fight the boss.   

Spelunky video on level design = 20xx developer commentary on the game and level design =

PlayMaker Bug Reporting / Re: Android - Debug Log not reporting
« on: December 05, 2019, 04:37:39 PM »
I emailed them earlier in the day explaining the request and pointed them out to this thread too.

Action Requests / Re: Set Parent for Rect Transform action
« on: October 31, 2019, 07:38:08 AM »
Good catch.  I was looking for Rect in the action name, but that action worked perfect!

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