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Messages - Uttpd

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Playmaker Help / Re: Listening events launched by other addons.
« on: May 25, 2018, 08:41:17 AM »
Whats your take on the "Visual Novel Engine"? workable with Playmaker?

Share New Actions / Re: String Regex Is Match
« on: April 25, 2014, 04:23:22 AM »
Thanks.. maybe; Whats REGEX? "Regular Expressions" A brief description would help to understand its usability.

From what I could cof..googlikki cof.. understand, is a way to search characters in a string(s?) of text. Like, find the letter "A" and replace it by "A is no more" or whatever character or group of characters you define.
Is this correct?

Playmaker Help / Re: Best way to use raycasts for line-of-sight?
« on: March 28, 2014, 09:31:25 AM »
taken from the unity answers:

You want to calculate the direction between the enemy and the player, get the forward vector of the enemy, and then use Vector3.Angle to calculate the angle.

Then you can check if the angle is less than whatever angle you want to be the enemy's field of vision (eg: a 20 degree cone, for instance), and if it is, then the player is in that enemy's field of vision.
so in playmaker terms, use the vector3 operator, set up two vector 3 variables and set it to Angle. Get the players vector3 and if it is in that range you use "You can Store Magnitude in Get Axis Vector and use Float Compare on that..."

and that is another way to do it!


I also found this vector3 compare that Julius created.

Thanks! How does this take into account obstacles blocking your view? With Raycasting the ray stops on the closest object.

The method described "just" checks if the target is in the cone of vision. If positive. Then you can perform a ray-casting -> fire one ray to your target to check if its blocked, If it hits the target then "tango is in sight".
This way you use only one ray per frame (or every 5 frames etc)

Share New Actions / Re: Lead Target / Find Intercept Point
« on: March 26, 2014, 09:25:23 AM »
Thanks for the magic

General Discussion / Unreal4 Blueprints & Playmaker
« on: March 26, 2014, 07:45:18 AM »
I think is great to have competition, for unity and also for playmaker. With a top engine advertising Visual scripting to the world more users will look to VS.

Was waiting some of the more learned folks would pick the tab on this one as i´m only a very light; from looking at the videos:
Blueprint use a bit more giberish for English (more programmer oriented) and the spaghetti goes all over the place but its native and being actively develop by Epic and the community (with source code available to pick in).
Is still in beta, so far Epic is being very open and proactive, if this "new beginning" model stays i expect the engine/ tools to grow exponentially in users and usability.

How do they compare?

General Discussion / Re: Unity 5.0 Announced
« on: March 20, 2014, 05:29:38 AM »
On top, Unreal 4 seems to have embraced visual scripting with "blueprints" 35/40m mark, looks like some of my early playmaker graphs :D

Interesting times ahead

General Discussion / Re: Unity 5.0 Announced
« on: March 19, 2014, 08:34:16 AM »
Unity5 seems another step to a more pro-3D-A-title oriented. The only feature that caught my eye is the direct publishing to browser´s wish may be a payed ad-on anyway. 64 bit is welcome and long overdo.

But the next big one would be the 4.6 with the GUI system announced for next summer. A version that will probably last a year+ in most (free) users pipelines.

PS: Epic just bombed the party Unreal 4 19$/ month + 5%  :o

Great art pipeline there, looking forward to see how it unfolds.

Share New Actions / Re: Random Color ( that looks good actually)
« on: October 03, 2013, 03:34:11 AM »
I probably wouldn't´t recognize that API if it hit me in the face.
Maybe contact the colorschemedesigner?  They add a failed kickstarter (last July) so they probably would be interested on more exposure to there tool.
From the various color wheels floating around, this one seemed to me the more intuitive and usable with various export options.

Share New Actions / Re: Random Color ( that looks good actually)
« on: October 02, 2013, 03:23:10 AM »
so this will output complement(ish) colors

Action Requests / Re: Spine (TK2D)
« on: September 11, 2013, 08:15:16 AM »
I had forgotten this tool, looks quite handy. Would also like to know if dedicated support is possible. 

4ppleseed - Considering whats available now, using the get/set property you can already control the animation at runtime? Like blending animations, have the "head bone" look at the mouse;  or swap the attached sprite (change hat or weapon etc) keeping the animation going?

PS: Your name just remind-me i´v to watch Vexile again

Action Requests / Re: Playmaker actions for the 2D Tookit UI?
« on: July 08, 2013, 11:02:36 AM »
missread the UI part, my bad.
I thought unikromsoftware was going to port all features,  din´t know we add to push.. :(

Action Requests / Re: Playmaker actions for the 2D Tookit UI?
« on: July 08, 2013, 09:10:07 AM »

on the top of this page click  WIKI --> add-ons there you´ll find all the specific plug-in actions

Action Requests / Re: 2D Platform Controller
« on: July 06, 2013, 11:23:42 AM »
Anyone tried this plug-in yet? How accessible is it from playmaker?

Action Requests / Re: 2D Toolkit v2.0
« on: June 25, 2013, 06:49:40 AM »
unikronsoftware as released (...) a basic working 2D Toolkit 2.0 package. This doesn't use any of the advanced/new features in 2.0 yet, but we  will be adding them in time. (...)

source and link to the actions (you have to be logged in):,1954.0.html

From what I gather 2dToolkit Devs will carry/ support the Actions from v2 up, wish should be released along-side future updates of the 2dToolkit.

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