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Messages - agelvik

Pages: 1 [2]
16
PlayMaker Help / Re: Send local events to template using actions
« on: December 21, 2018, 07:25:48 AM »
ooo sounds interesting, ill take a look at this

17
PlayMaker Help / Re: Send Global Event the correct way?
« on: December 21, 2018, 05:17:40 AM »
in "receiving" fsm, replace "sending" transition with "FINISHED" (CTRL + left-click on state for shortcut) and it'll flow accordingly. the way you've set it up makes it only reach "State 2" but not further, mainly because you don't have a follow-up in this state.
example use a "wait" action, and it'll call an event transition when it reaches the desired time

i prefer to avoid using global events and instead rely on local ones to avoid making a potential mess later in development

18
PlayMaker Help / Re: Send local events to template using actions
« on: December 21, 2018, 03:32:48 AM »
hmm, yeah this works.. however it might be an issue in the long run, i'll add various other enemies using similar fsms but with different hierarchy and components, so i'm kind of depending on "run fsm" so i can easily make it fit each type and avoid making a mess lol

would've thought the "store ID" input has a function for something though, but it's just an int and doesn't look like there are actions that does something with it..

19
PlayMaker Help / Re: Help with my Movement FSM
« on: December 21, 2018, 03:27:26 AM »
hey,
i actually use similar movement for my player controller in my game atm, here's my setup:


i separate horizontal and vertical movement between 2 fsms which gives me the 8-directional movement effect. i use the actions "get key" and "bool test" here, but it uses "every frame" so might want to be careful.. i use it cus i want it to be 100% reliable at all times since it's the player controller.


at the same time this system lets me easily rotate the player visually using "set fsm bool"... in case i want him to rotate 45 degrees according to the direction he moves in :)


hope it helps

20
PlayMaker Help / Re: Send local events to template using actions
« on: December 21, 2018, 01:43:44 AM »
Unity 2018.2.10f1, Playmaker 1.9.0



hope it's not too confusing lol

thanks for fast reply :)

21
PlayMaker Help / Send local events to template using actions
« on: December 21, 2018, 12:04:15 AM »
Hey,
is there a way to send local events to game objects ran by a template without using any scripts? With actions such as "Send event by name" etc... It doesn't seem to work.
I saw a "Store ID" input option on the "Run FSM" action, but not quite sure what to do with this. Does it have a function for something?

22
Work In Progress... / Re: Road Doom (PC, Windows)
« on: July 25, 2018, 03:22:14 AM »
nice! i couldn't manage to make it work haha, thanks for fixing it :)

23
Work In Progress... / Road Doom (PC, Windows)
« on: July 24, 2018, 03:45:49 PM »
Hey guys, I've recently published my game in early access for free at Itch.io! Would be awesome to get the game tested by you guys :) All feedback is much appreciated!

Update:
It's out!!

Trailer:

ROAD DOOM is an arcade bullet-hell with a cheesy story. You play as Road Warrior, the great mighty hero of the western lands. One day horrible beings invades your home, poking around trying to scavenge what they may find interesting. Road Warrior looses his temper, firing off his ultra mega lightning weapon of doom on the filthy beings. You become exhausted, weak, helpless... until your good buddy "Boat" arrives to re-supply your energy storage level! Determined, you move forward to push back the evil once and for all. A great quest lies ahead of you Road Warrior. Your determination and skill will be put to the test, as you fight against great beings of doom with powerful tricks. Save the world, defeat the Four Horsemen, charge!

Get it on Steam here:
https://store.steampowered.com/app/792860/Road_Doom/

Platform: Windows

Genre: Action, Arcade, Bullet Hell, Shoot'em Up

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