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46
Action Requests / Is there an action to continually update a trigger?
« on: September 15, 2014, 12:43:32 PM »
Hello!

I'm wondering if there's an action somewhere out there (or if one can be made, if possible) to have a trigger volume detected continually?

So, say this action is running... It's set to detect a trigger from a particular tag (assuming this object is going to be the one running into the tag) and update a boolean value (or another pertinent var but I think bool would be the ideal choice) as to whether that condition is met or not?

I know I could make another FSM that checks for that alone but I do want to try and keep this neat... I can work with that system for now but an action that would do something like this without having to transition to another state would be A+!

Edit: Though, is this something that the conditional expression action system would be able to work with or would it only be able to detect things like the usual variables? If it can handle trigger states, I'm all for that (I do love that action set! It's wonderful!)

47
General Discussion / Purchasing in bulk... For "gifts."
« on: September 13, 2014, 10:34:34 AM »
So... Can this be done?

Reason I ask is that I've been getting in touch with some people and I've been considering what it would take to get them a copy but as you can imagine if I can snag a couple extra licenses when it's on sale (I do have a businessman's heart it seems) would be far more cost-effective and sitting on those gift-codes until I have someone on team that I can send it to.

So, can it be done (that you're aware of) such that I could snap up three or four extra seat licenses when it's on sale and hold on to them for when they're needed?

If not, I can still do it one at a time... But if I can hold on to licenses that'd really help my budgeting.

48
PlayMaker Help / Re: Sell an Asset that includes Playmaker FSM
« on: August 25, 2014, 12:48:00 PM »
It's actually simple. When you're exporting the package just make sure that you don't include anything in the PlayMaker folder. If the user that purchases it has PlayMaker installed then the connections to the actions should still be there when they do install your package.

That said, that's with stock actions. Any action that you download that doesn't come packaged with PlayMaker from the asset-store will need to be included. It may be a bit of a pain to click/unclick all those little checkboxes but it's necessary to prevent running afoul of the ToS of the Asset-store (as a seller.)

Edit: And be sure to state in the description that PlayMaker needs to be installed before installing the asset-package. Some users will probably not bother reading that bit but it does help since 90% of the issues I've had to help resolve were because the user hadn't had PlayMaker installed before installing the package. It's a simple fix but it's still time out of your day engaging with your customers.

49
Official Action Updates / Re: Conditional Expression Action (BETA)
« on: August 25, 2014, 09:13:33 AM »
One thing that I think could bear mentioning here is that this action is quite helpful in making complex actions simpler.

For example... I have it working in the camera control system where I want to make the camera move if the player is outside of a certain range. Previously I'd have to set up a system that uses the float operators, bool tests, that kinda thing and then do a test... And since some of those work best as a sequential action that meant I'd have to make that system cycle through every frame/unit-of-time.

This changes... Now I just get the position of the player and camera every frame and in the expression itself I have "player-pos > (camera-pos + padding)" for each direction. Saves me time and really makes for a much cleaner state.

So, I guess this is me singing praise for Lea's work. Thank you!

50
Nice stuff!

I can see a lot of ways this would be helpful especially for things like giving users a finer level of control for analog-stick control setups. I can't count on my hands and feet how many times I've played a game with an analog controller and having to re-train myself to using it to get the fine control I wanted (mostly with FPS games... It's like having to really feather the stick if I only want to move the HUD a tiny bit that makes me realize why "auto-aim" is even a thing for a lot of console FPS games.)

51
Official Action Updates / Re: Conditional Expression Action (BETA)
« on: August 25, 2014, 09:04:26 AM »
I think I may have stumbled on a potential bug here... Not sure if this is with the expression system itself or if it's with the prefab management thing but here goes the details.

I've noticed that sometimes the conditional expression doesn't always update the proper expression in the field when working with it as a prefab and adjusting or changing it. The expression shows the right one but it behaves like a previous change/edit/etc... The workaround I found was to simply remove that action and re-add it and put the expression in again which makes me think that there may be a bit of confusion in how the expressions are stashed and handled. It's not something I can easily reproduce but if I do come across it again I'll do what I can to save the information so that I can maybe post a package link.

Still, I can't say that this sours me on this system... It's fantastic! But as with it being beta I can totally understand how there may be some bugs to work out or that kinda thing (and it may not even be with the system itself but rather the prefab management thing that was (is?) an issue.)

52
PlayMaker Help / Re: Timing Issue
« on: August 25, 2014, 08:58:12 AM »
Yeah, I've had stuff like this happen too... What I tend to do to get around it is to have everything set up so that when instantiating there's a check in place before going to the state that fires off the event.

So, for example, say I'm fetching a monster from the pool... But it needs to get information from the pooling controller such as who the main target is, roughly where it is, what kinds of animations/effects/particles it has to have on it and that kinda stuff.

The first thing I'll do is add in a set of actions that I want it to do before getting told to "activate." Since this object needs to get information fed to it from other systems, I'll have the string of states that it has to go through (That aren't reliant on other data being sent to it) so that is finished... Then I'll have it wait on the end of this particular string of actions with the last state having a transition that isn't "finished." so, for example, it'd be "Initialize." (you could make the initialize a global transition as well but that may not be the most ideal method for all situations since a global transition can be called from any point in the FSM whereas a transition in the state itself (aka, not global) has to be in that particular state for that transition to be actioned. So, this way I can be sure that it's not being initialized prematurely...

And when I want to get that transition fired off, I use the send event action. You can make it use non-global transitions as well because afaik it's basically that one FSM shouting at the other FSM the word "Initialize" (or whatever transition you use.) So if there are no global transitions with that and it's not in that particular state when the action gets fired off, it won't go to it's initializing states until it's there.

TL-DR: I'd use a non-global transition to control the flow so that it isn't being activated prematurely before any data can be sent to it that it may need.

53
PlayMaker Help / Wall-slides/jumps... What would you choose?
« on: August 24, 2014, 01:05:35 PM »
Hi again!

I'm now working on getting a wall-slide/jumping mechanic set up and I'm a little torn on what method would be the most ideal...

One method could be with making each wall that the player is meant to be able to slide down or jump off of having a trigger on it that tells the character systems that it's a slide-able/jump-able wall and use that trigger system to switch to the "wall slide" mode (which can be jumped out of or simply dropped out of after pressing the opposite direction.) The pros of this method would be that I suspect it'd be simpler in execution but the cons would be that each wall that the player is able to interact with will have to have a collider/trigger on it to tell the systems when to switch in and when to switch out.

Another method would be with some raycasts (only going out maybe a few pixels) that would be the firing mechanism to transfer to the wall sliding system... The pros of this system would be that it would be self-contained on the player object itself and would allow any wall to be slide-able (for the most part) but the cons would be it'd probably be a bit of a beast to set up and debugging might be a real pain in the rump... Not to mention that it'd be using raycasts (about two or three on each side of the player) so it may be a bit expensive.

I'm not sure which would be the most ideal so I'm wondering if you've had any experience with it what you would suggest?

Also, if what you'd do isn't listed here, how would you do it?

If it helps, it's not intended for mobile so I'm not too terribly concerned with CPU costs here.

54
PlayMaker Help / Re: Is there a way to limit the FPS?
« on: August 12, 2014, 06:54:25 PM »
True there... That said, I've been told that since I have the head for maxscripting (the internal language of 3ds max used for some of the more advanced rigging techniques) that I may have the head for programming in C since they have a lot of common structures and such.  So that is why I think it is about time I try to learn it.

Not that I would be abandoning PlayMaker, though... I mean I still like using it as it is way easier to debug and such... But it might help me to gain a better understanding if I can broaden my knowledge like that.

As for the set velocity using the fixed update... That does make me wonder if I should be as worried as I am about peformance of the systems I have made up... If the system is already running in a uniform and reliably consistent manner, that does suggest that on older devices that the framerate or other slowdowns may not actually hamper the performance or make the responsiveness lag (well, it would if it is on a first-gen iPhone but I hope you get what I'm sayng here. ;) ) Because I am quite sure that if SMW were laggy or slow it likely wouldnt have become such an iconic game to start with.

55
PlayMaker Help / Re: Is there a way to limit the FPS?
« on: August 12, 2014, 03:48:52 PM »
I know that it's not something I'm really able to parse very well given I'm not a coder at heart... But I took a look into the set velocity action code and I don't see any update function in there (at least not that I can tell...)

Is it safe to assume that the connection between these sorts of actions and PlayMaker's connection to the physics systems is shrouded in some way?

That all being said, I am curious... Because since it seems to be reaching into the physics itself (as best as I can tell) then is it safe to assume that this would be unaffected by any FPS differences? Reason I ask is that when I poked my nose into the set-velocity code it seems to be connected straight up to the physics so given that I'm wondering if needing a way to limit the FPS or soaking the CPU cycles down would even be worthwhile...

... and yeah, I am going to see about doing what I can to understand C#. I get the feeling if I understood it a little better I'd be able to answer 90% of the questions I find myself asking :lol:

56
PlayMaker Help / Re: Make a game object trigger a event
« on: August 12, 2014, 03:35:41 PM »
Try adding a rigidbody to the object you want the trigger to detect. You can turn the gravity off (and even turn off the rotations so that it won't turn and tumble if hit by another object.) but as best as I can tell by reading this page (http://docs.unity3d.com/Manual/CollidersOverview.html) since a trigger is a physics component, it needs to have something that links it up to the physics systems.

Without the components that tell the engine that it's a physics thing, it's likey that it simply doesn't know how to deal with it when it interacts with the physics things.

57
PlayMaker Help / Re: Is there a way to limit the FPS?
« on: August 12, 2014, 12:20:38 PM »
Jean: Yeah, I know it's a dirty method... And I'm going to guess that using the actual in-engine physics would be far cleaner... But I just can't really get it to work the way I want it to. The reason is because I wanted to make one of those variable jumping mechanics so the user can jump either really high or not very high depending on how long they hold the jump button... With the physics system itself, getting that done is really tricky if not nightmare-level finicky. And that's not even getting into controlling a jump mid-air (and keeping the controls nice and tight/responsive.)

Essentially, I'm trying to do my best to emulate the functionality of Super Mario World... And as much as the physics engine in Unity is nice, it's not always the best solution for every approach.

Lane: Yeah, I'm sure if I was able to tell the actions that do all this to use the fixed update instead of the regular update that'd keep things cleaner because afaik the fixed-update is at explicitly regular intervals that are independent of the computer's ability to do stuff... So, if I had the ability to tell the actions to use the fixed update functions instead of the regular update function I suspect that'd allow me to keep this clean and consistent across different platforms.

58
Yeah, I think there's something inherent in the character controller itself that doesn't like having movement added to it when it's in the air... I mean, it is possible... I've had systems that I've tested where I have added force to it while it's in the air but it's never resulted in a very nice looking or nicely behaving thing. Maybe it has something to do with the physics... dunno...

Still, depending on what you want creating your own "gravity" might be what you're looking for... Or maybe it might be way too fiddly and tricksey for your personal tastes. All I can really suggest is to just try stuff out and see where that gets you. Experimentation is a bit of the fun of this stuff so have fun now while you can.

59
PlayMaker Help / Is there a way to limit the FPS?
« on: August 10, 2014, 12:40:13 PM »
I know it seems like a really odd question but I've been working on the side-scroller and since it's using the every-frame to calculate the gravity that I'm trying to apply to the character, if the frame rate of how fast the "Every frame" fires off is different that's going to result in differences and variances...

And I also know that making it use my own custom gravity system is a little out there, it's because I just wasn't satisfied with the engine-specific gravity (too floaty... Even with the mass and other calculations changed/adjusted.)

So, is there a way to limit the every frame by limiting the FPS or something? I need it to be precise (or would this be where the "Fixed update" option for every frame executions would be a better solution?)

60
here the web build I was mentioning.

http://www.badseedgames.com/SideScrollingGameTest/SideScrollingTest.html

It's not finalized but does have a more responsive and snappier jump... That said this is made with the "Every frame" option so if you're able to have it run at a blazing-fast framerate the jump might be too snappy... And conversely if you have a computer that struggles it might be really slow and laggy... But it's a WIP so i've yet to work out all the kinks here.

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