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Messages - krmko

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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.

PlayMaker Help / Re: What all can you do with PlayMaker?
« on: May 07, 2019, 12:20:25 PM »
I'm using Playmaker for almost 3 and a half years (already, wow) and i must say it's an indispensable tool. I'm still learning and tweaking everything and will be releasing the first game soon, so it's possible to work on the game with it as a sole solution from prototyping to complete product.

For everything external you use, you can make your own actions and keep on working (if an asset is not supported, but usually is).

Sure, FSM's can get messy if you are not organized, but so can scripts and coding.

We need some more stuff for it to be the perfect solution though, global variables can't be renamed, there's no grouping the states, no integrated pooling (but it's coming) and some quirky behaviour sometimes.

Usage examples? Everything.

Action Requests / Re: PowerSprite Animator Actions Request
« on: April 26, 2019, 01:44:58 AM »
Sure, i'll get cracking, those are simple.

PlayMaker Help / Re: playmaker for loop
« on: April 25, 2019, 08:12:38 AM »
Yeah i do it the same way, maybe some kind of action would be cool.

Action Requests / Re: PowerSprite Animator Actions Request
« on: April 25, 2019, 01:42:14 AM »
I use PSA regularly, what actions do you need for it?

Share New Actions / Re: Third party asset actions for PlayMaker
« on: April 25, 2019, 01:41:17 AM »
Oh my, a proper set of actions indeed, great!

Share New Actions / Re: Third party asset actions for PlayMaker
« on: April 23, 2019, 09:25:48 AM »
What actions are available for lean pool? Care to share a screenshot?

PlayMaker Bug Reporting / Re: easysave3 and playmaker error
« on: April 14, 2019, 09:26:34 AM »
Well it says file not found.

PlayMaker Help / Re: Object Pool Count
« on: March 27, 2019, 01:57:23 PM »
No, they won't, they'll only prolong scene loading time a bit. Pooled objects are nothing more than instantiated then immediately deactivated objects that can be activated to avoid instantiation and destroy calls during runtime to avoid memory allocation and garbage collection which cause stuttering.

Feature Requests / Re: Requesting Dual Playmaker Editor
« on: March 27, 2019, 10:19:15 AM »
Great idea, i wished a million times to have something like that while debugging.

Work In Progress... / Re: Rick Henderson
« on: March 27, 2019, 01:46:15 AM »
Hi, thank you. I didn't use shmup framework, but i did use a lot of assets that helped not to waste time on developing my own systems. Core Game Kit for pooling, Master Audio for sound management, UniBulletHell for firing patterns, Easy Save for saving settings, Energy Bar Toolkit for energy bars, Rewired for controls, ProCamera2d for managing cameras.

Without those, things would take even longer.

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