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Messages - krmko

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PlayMaker Help / Re: How to instantiate a Game Object ?
« on: May 25, 2019, 10:35:01 AM »
Well i though you were having problems because you're using instantiation instead of spawning.

Use create object action for instantiation if you wamt to instantiate them.

Ok, i'll try it out.

PlayMaker Help / Re: How to instantiate a Game Object ?
« on: May 25, 2019, 07:05:46 AM »
Use pooling for cubes. The thing with minecraft-like games that use many cubes is that they don't ACTUALLY ise that many, they merely activate and deactivate the visible and invisible ones. You basically have a 3d grid with coordinates, every coordinate is holding data about the cube type, and whether is it visible or not, and spawns cube when it's visible.

Hope that helps, you just need to figure out the way of storing and retrieving the grid data in the most efficient manner.

I can't find that parameter in the scripting api, maybe someonee else will know better.

I can't find indirect intensity in the manual, do you mean ambient light?

Tried this?

Access the properties with get/set and tweak.

No delays.

I haven't tried, but i figured out more elegant solution. I simply added a disabled tag child to the enemy, when it enters the screen, the tag activates, when it exits or the enemy is destroyed, the tag holding object is deactivated (or destroyed) and the spawner is checking the tag count instead of counting the items in the array. When it's zero, it will spawn another wave.

Unfortunately, get tag count uses find objects so it's not quite good performance-wise, but it works.

Nevertheless, i'm really curious why doesn't this work properly since i'll probably need it again sooner or later and i can't seem to find the way to debug it.

It's just there to fill the array so i can get the count. I reckon an int takes the least processing of all data types.

No enemies get in the screen until the array is empty (enemies are either dead or left the screen), so it's quite fail safe in that regard.

There are instances when 10-20 enemies appear at the same time and are to be added to the array, but the problem happens regardless of enemy number.

Strange thing happened, now i'm getting the same warning instead of error.

General Discussion / Re: Frame event on both state
« on: May 23, 2019, 12:07:51 AM »
No, it's not. Make it update as less as possible as long as the result is visibly the same. I usually use wait and set time to 0.1, it's basically the same for the human eye and a lot less taxing on the cpu.

I don't think flow is of much importance here, it's in the start state.

I replaced the arraylist add action with array list add range and it works now, maybe it should be inspected to check for bugs.

For removing from the array list i use array list remove at end remove the item from index 0, as simple as that, no mistake there.

Edit: nah, there's still errors.


That's it, it's completely same everywhere. Here's the array.

Hi guys,

i have an identical FSM in all of my enemy prefabs that adds a number (int) to an arraylist when the enemy enters the screen, and removes an item when the enemy goes out of the screen. It works flawlessly except on one prefab that reports an "Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index" error.

I don't get it, it's a completely same action (array list add) with completely same parameters on all objects.

Any ideas?

Are you using UiNavigationSetMode action? If not, delete it.

General Discussion / Re: Pooly alternative
« on: May 21, 2019, 12:24:20 AM »
I tried pooly too since it has that awesome pool extension so you can make different pools for level 1, level 2 and so on so you can break down the loading time. Unfortunately, whenever i contacted the dude that made it for something it took him ages to answer and even longer to do something about it.

I am using coregamekit (with pool boss) currently, and unfortunately, it does not have an option of multiple pools which can be manipulated on runtime, which sucks, so i'll be probably changing it. But the cool thing is neat UI which lets you drag and drop prefabs in bulk for pooling.

But i have the same problem as you, i don't know what to use.

PoolManager looks good and there's PM actions for it, but they suck, there's no spawn action.

Also, Djaydino made actions for LeanPool, but i don't know how robust it is and if there's a possibility of having multiple pools.

Pooler actions for PM are to simply to be usable, you need to put every prefab into pool via separate action which is blah, same as LeanPool.

There should be internal pooling system in playmaker, i guess they'll probably leave it for 2.0.

General Discussion / Re: Pay to Remove Ads
« on: May 18, 2019, 10:05:39 AM »
When the player pays, set PAID bool to true and save it to be persistent (payerprefs, easy save...). Every time you want to play the ad, test PAID bool. If it's true, skip the ad, if it's false, play it.

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