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Messages - Red

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556
General Discussion / Pseudocode...!
« on: May 31, 2011, 09:55:16 AM »
yeah, i'm starting to realize the importance of adding pseudocode snippets to the info boxes.

for example, say i need enemy#1 to find enemy#2, team up and patrol together?

have enemy find location of other enemy
if locations are not the same, move towards eachother.
if distance from eachother is 1 unit, begin patrolling
- patrolling: if not over path node, look for path node
-- if distance is greater than 1 unit, go towards next path node

that kinda thing.

so, how about a pseudocode jam-session? i mean, since the actions use-able with playmaker can easily apply to real world events and such, why not practice getting into the headspace and brainstorming pseudocode for various tasks you could use in game...?

just an idea to get people active ;)

557
PlayMaker Tips & Tricks / MouseWheel
« on: May 28, 2011, 06:30:18 PM »
any idea how to get that into playmaker?

... or am i seriously overlooking something?

558
General Discussion / Screencast Software?
« on: May 28, 2011, 04:58:37 AM »
hey all, kinda had some thoughts about recording some of the processes i've been using to cobble together what i'm aiming for and posting them to youtube or something... sort of a "here's what i did and how i did it" kinda thing.

with that in mind, what sort of software would you recommend for recording (ideally with audio through a microphone or soemthing) screencasts?

559
Action Requests / Text, font, etc... over object
« on: May 28, 2011, 04:31:29 AM »
if you play any of the MMO's out there from WoW to DCUO to Runescape, you'll know that there are those numbers that float above the enemy or players head that denote how much damage, wether you missed/dodged and other such things.

i was wondering if there would be a way to make text appear as something like that...?

i can imagine a couple workarounds such as creating a prefab for numbers and having it float above the character, but a simple action with options such as font, value (either from a variable or manually entered, capable of handling either string, int or float) and maybe making an option as to wether you want to animate said text (to make it float upwards for damage, shake for a "CRITICAL HIT!!!" kidna deal or sink down to the ground.) and this could also be used to have the players' handle above their heads and viewable by other players...

unless i'm mistaken and there already is an action that does this and i haven't found it yet ;)

560
PlayMaker Help / Re: Newbie Question: Detecting Collisions
« on: May 27, 2011, 04:05:03 PM »
oi, thank you very much. it was driving me a little batty (since i had thought that it was something i was doing wrong.)

561
PlayMaker Help / Newbie Question: Detecting Collisions
« on: May 27, 2011, 10:57:05 AM »
Okay... so, i've read through this subforum, checked the reference manual but for some reason i've tried the "collision event" on a bullet prefab to test what it's colliding with (so i can allocate damage, change animation, etc...) but i don't seem to understand what's going on here.

i've told it to call the "collision detected" event and threaded that FSM up to it like all the tutorials say for handling FSMs.

and i've also tested that the delete fsm works (alt+click while running)

i just can't seem to get it to work. (i'm sure i could find a workaround but this seems like something i would need to know how to use properly.)

any tutorials or anything out there to point me in the right direction? it just doesn't seem to be detecting the event... (do i have to set a trigger object in there somewhere? i ask this because i had thought that unity's default colliders were meant to handle that kinda thing.)

562
General Discussion / Re: Welcome! Please introduce yourself!
« on: May 27, 2011, 06:19:13 AM »
hey there! nickname is Red and i've just purchased the plug in.

quite nice so far! havent' come up with any issues or lack of actions (still too early imo to find these kinds of things.)

and of course, i'm making a game using unity and playmaker. it's a bigger deal kinda thing but the time i'll be putting into it will hopefully be rewarded with a great gaming experience. (fingers crossed)

my background is 3D (modeling, texturing, rigging and animating.. .though i am not a fan of animating i can do it.) and of course, always open to accepting team-members to help speed up the completion of the game.

563
PlayMaker Tutorials / Re: Screencast on how to move a cube
« on: May 27, 2011, 05:51:56 AM »
very nice and quite helpful to understand the features presented.

only gripe would be that i had to turn the volume up really loud to hear you (and you kinda were mumbling just a little bit in some cases.)

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