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Messages - escpodgames

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PlayMaker Help / Texture VS Texture2D?!!?![SOLVED]
« on: March 27, 2013, 01:06:25 AM »
I'm trying to set the "Texture2D" of an image effect with an array of textures however it looks like the image effect is looking for a "Texture2D" while Playmaker deals in "Texture" variable types .... is this a naming issue or something else?
The image effect doesn't take the texture variable unfortunatly.

iOS Help / Re: Playmaker IOS Lag....
« on: March 25, 2013, 09:15:57 PM »
Are you using instantiate?

General Discussion / Re: anyone wants to make a game with me ? :D
« on: March 25, 2013, 04:21:51 PM »
Interesting, I could be keen depending on the idea and how long it would take. I'm currently working full time on my own game but if the game is right I'm sure I could squeeze something in.
If you want to get an idea of what ive done .... I was Lead artist on

Share New Actions / Re: A* pathfinding (stable 0v808)
« on: March 24, 2013, 04:10:07 AM »
Ah gotcha!

iOS Free works :)

Share New Actions / Re: A* pathfinding (stable 0v808)
« on: March 24, 2013, 12:44:20 AM »
iOS Pro works fine

iOS Free - I get a bunch of errors (installed playmaker, the free A* then the Free auctions) Did I install this correctly?
Assets/Plugins/FsmPathfindingWrappers/FsmPathfindingC/SetWalkabilityInArea.cs(126,35): error CS0246: The type or namespace name `GraphUpdateShape' could not be found. Are you missing a using directive or an assembly reference?

Share New Actions / Re: A* pathfinding (stable 0v808)
« on: March 23, 2013, 01:45:46 AM »
Yip, I'm using astar pro (and installed it as instructed on the first page), I'll try the free version too and let you know if there are any errors.

Share New Actions / Re: A* pathfinding (stable 0v808)
« on: March 22, 2013, 05:53:16 PM »
iOS - Pro

I get this error -
Assets/Plugins/FsmDummies/RVOControllerDummy.cs(3,14): error CS0101: The namespace `global::' already contains a definition for `RVOController'

Feature Requests / Re: Inject globals
« on: March 21, 2013, 07:21:21 PM »
Under the Playmaker/Tools menu you can find export and import options for globals .... have you tried these? I haven't yet tried them, are you suggesting an improvement on these?

iOS Help / Re: Camera Rifle Set Up
« on: March 21, 2013, 05:39:48 PM »
An infinte raycast ... would kill whatever game you are making (if its even possible) and would almost likely cap at long long (an extremely high number).

You do know you can set the raydistance ... which I'm sure you could just set to the camera clipping plan. Just checked and the clipping plan has no affect on raycasts.

Share New Actions / Re: A* pathfinding (stable 0v808)
« on: March 21, 2013, 01:26:27 PM »
I'll help you with iOS support testing, sounds like a solid list :)

Share New Actions / Re: HOTween playmaker custom actions
« on: March 20, 2013, 11:01:27 PM »
Sure does! Thx jeanfabre

iOS Help / Re: Camera Rifle Set Up
« on: March 20, 2013, 05:49:21 PM »

I'm currently working on the same thing (but from a third person perspective), do you need to see the bullet move towards the target OR simply check if the target would be hit on the same frame of the click/tap?

Share New Actions / Re: HOTween playmaker custom actions
« on: March 20, 2013, 05:46:07 PM »

I'm currently looking to move to HOTween (from iTween) and have been trying to animate a pickup to the player as they get within a certain distance. However so far (using HOTween Vector3) whenever the pickup animates to the player, the end point is always the position the player was in when the animation started.

Is there a way using HOTween/playmaker actions to animate the pickup to the player while the player is moving?


PlayMaker Help / Re: ScreenPick distance issue
« on: March 19, 2013, 05:16:36 PM »
Got it working in my game and also in your test scene, with a little reading and hitting my head against the wall ..... of course raycasts need colliders doh.

All working fine! Thx Lane for your help :)

PlayMaker Help / Re: Newby Question
« on: March 19, 2013, 04:26:17 PM »
Under the input tab in the action browser there are 'get keydown' and get key up' actions, take a look at those (also not you may have to set the keys up in the Unity input manager)

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