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Messages - krmko

Pages: 1 ... 60 61 [62]
916
PlayMaker Help / Reflecting bullet FSM
« on: June 24, 2016, 04:25:18 AM »
Hello all!

I am trying to make a bullet reflect off a collider in 2D game, but i just can't get my head around it. I checked out the breakout sample game, but that's not quite it since it has a fixed reflection angle based on impacting left or right collider of the paddle and the brick, as far as i have seen. There are some pinball playmaker games, but i think there's also no reflection there, just adding force to the ball when hitting the flipper. I googled a lot, and even found some scripts, but nothing does the job unfortunately. I think it can be done fairly simple in Playmaker, but i need some help.

The bullet has a fixed velocity (not force), so upon colliding it only needs to change direction whle keeping the velocity. I am aware i need to use vector3 reflect under the operator advanced action and i've read about the normal of the impact and calculation of the exit angle and thus the rotation that needs to be applied to the bullet but don't quite know how to implement it.

Any help or example is welcome!

917
Hi to all,

i've encountered an issue which i believe is not to be a deliberate behaviour.

I've made a FSM template for moving along SWS waypoints by using SWS_Set Path action and applied it to object1. When i apply the template to object2 and set a different Path Name, object1 is automatically setting it's Path Name to one set to the object2 and vice versa.

Please advise.

Also, if this is not a bug, please send it to the appropriate part of the forum. Thank You.

918
PlayMaker Help / Re: Make Sprite Flash When Hit
« on: March 22, 2016, 04:51:59 AM »
Well,

it's not quite the solution to make double sprites (normal and white) for every enemy object in the game. Anyway, i'll try that out too.

And about the second post, i don't quite understand you, how can i use white sprite in front of the original sprite?

919
PlayMaker Tutorials / Re: Share your complete FSM templates
« on: March 22, 2016, 04:17:12 AM »
2D Flash When Hit

Useful for Shmups, makes the game object (enemy) flash when hit. Attach it to the game object and select color. Unfortunately, doesn't work in white, let me know if you have an idea how to work it out. By setting the wait time you can adjust how long will the changed color be active.

And don't forget to use proper tags!

920
PlayMaker Help / Re: Make Sprite Flash When Hit
« on: March 22, 2016, 04:16:37 AM »
Actually,

i made it, you can find the solution on the page i opened for sharing FSM's.

http://hutonggames.com/playmakerforum/index.php?topic=12301.msg57312#msg57312

Unfortunately, i can't figure out how to flash in WHITE color, it would be nice if someone would have an idea.

921
PlayMaker Help / Make Sprite Flash When Hit [SOLVED]
« on: March 21, 2016, 07:26:40 AM »
Hello,

i would really like some help. I am making a side scrolling shooter, and i need to make enemy sprites flash when hit (player bullet box collider 2d coliding with enemy box collider 2d). I tried with set color, but that doesn't work.

Any ideas for the FSM?

922
PlayMaker Tutorials / Share your complete FSM templates
« on: February 23, 2016, 04:23:17 AM »
Hi guys, i didn't see this on the forum, but i think it's a great idea for users to share their complete machines, which can be very handy for beginners!

2D Movement Template

Attach it to player game object, used for moving in 2D space, left, right, up, down.

Change the multiplier field under Get Axis actions to change the movement speed. Use arrow keys to move.

924
PlayMaker Help / Re: Core Game Kit + update Playmaker Missing Action!
« on: February 23, 2016, 02:46:30 AM »
You can ask the guys on dark tonic forum about that, they respond pretty fast and they're alwas helpful!

925
PlayMaker Help / Re: Building a Simple Loading screen
« on: February 23, 2016, 02:45:30 AM »
If you are a beginner (like me), i think it's actually much easies to do it via separate scene for loading. Why hasn't it worked out for you, where is the problem?

926
PlayMaker Help / Re: Help using PoolManager for bullets
« on: February 23, 2016, 02:40:28 AM »
Have you tried setting the velocity directly instead of using impulse speed? I've heard that it can mess things up in some pools.

927
PlayMaker Help / Physics 2D Actions package
« on: February 20, 2016, 10:42:41 AM »
Hi guys, is it possible to update PlayMakerUnity2D.unitypackage since "Is Fixed Angle 2d" is no longer functioning?


928
Kind guys from Dark Tonic forums helped, someone might need this too:

http://darktonic.freeforums.net/thread/402/killable-bullet-problem?page=1&scrollTo=2330

929
Hello guys,

i'm new to Playmaker, but i really like how it works, it is very simple for people from nonprogramming background to create even very complex FSM's.

However, sometimes i stumble and i need some help from the community :)



On the first picture we have a very simple FSM attached to the Player object. I am using actions from Core Game Kit for pooling objects. In this case, by pressing key, a shot is spawned from the spawner object attached to the player object, and whenever the player moves, the bullet spawner moves with him. I just dragged and dropped the bullet spawner from the scene to the "other object for position" box, and everything works fine.



In the next picture, i am doing something similar for the Enemy object, but something's not working right. I created the Enemy, spawner object for him to shoot from, and simple FSM to spawn bullets every second. Here comes the problem, i can't drag and drop the spawner object from the scene directly into the "other object For Position" box (i get the menu in the picture with options to get or set property), only from the prefab folder, but then the bullets are spawned right in the middle of the screen, not from the spawning object attached to the enemy object.

Here's another picture to better show you what's going on:



Hope you can help me out, i would be more than grateful :)

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