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Messages - BlanketsWilson

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@djaydino - Is it "Scene preload" in the ecosystem?

If so, I downloaded it and tried running the demo scenes and I'm getting this error

"Could Not Create Action: Load Manager: FSM: Unload: UnloadSceneAsynch (Maybe the script was removed?)" - picture of error.

I know I'm late to this, but what is this action called? I've been using the load level action but I don't want the transition to happen immediately.

This action seemed great but where can I find it in the ecosystem?


 There are currently in beta, PlayMaker update will likely be out very soonn, but if you want you can apply for the beta and you'll get access to the the scenes actions. Pm me to apply to the beta.



User Showcase / Re: Finished Projects Made With PlayMaker
« on: December 06, 2017, 10:52:16 PM »
I just released my latest game called. It wouldn't have been possible without Playmaker. It rely on it for almsot all my scripting. In this game I used it for the pause menu, opening doors, changing scenes, setting a timer...

"A New Kind of Life" -
It's available free to download on Windows/Mac.

User Showcase / Re: Promote Your Games!
« on: December 06, 2017, 10:49:41 PM »
I just released my latest game called
"A New Kind of Life" -
It's available free to download on Windows/Mac.

User Showcase / Re: Promote Your Games!
« on: October 15, 2017, 08:54:45 PM »
I'd like to share my game - The Peace Machine.
I used Unity and Playmaker to develope.

PlayMaker Help / Re: Simple Get Key Down/Up fsm?
« on: September 28, 2017, 11:52:10 PM »

PlayMaker Help / Re: Simple Get Key Down/Up fsm?
« on: September 28, 2017, 11:23:55 PM »
Thanks for the advice, I got Press A/Release A, communicating and holding as I hold the key down like I want. But I can't get anything to move! I tried the move towards action as well as animating.


Try this. Make two events called pressed and released.
State 1, Press A: get key down, A key, goes to pressed event.

State 2, Release A: get key up, goes back to state 1. Not sure, but check also key pressed, if false then also go back to state 1.

1) First watch the FSM. Does it go to the proper state when you press A and release?

2) Now, you can animate the key with a usual animation clip. The is also the new timeline feature. You can move it by smooth transform, with actions like move towards, itween move etc. As a tip, use two empty invisible GameObjects, give them a gizmo icon (inspector top left when selected) to mark the two positions, then your thing can move towards one and back to the other, advantage you can easily tweak the positions by moving your start/end points around. You can also note down the vector (start/end position) and set this in variables. And finally, you can move stuff with physics, add velocity, add force, change gravity etc.

3) Once more, be aware of Input Manager. Same principle, but you use Get Button etc instead of key, and you assign the keys/inputs to your buttons in the manager. Depends on what you try to do, as always. If you have only keyboard, and it is straight forward, go ahead with keys. If you have other inputs, alternative layouts etc, use Buttons.

PlayMaker Help / Re: Simple Get Key Down/Up fsm?
« on: September 28, 2017, 09:11:30 PM »
I still cannot get this to work!!!  :'( :'( :'( :'(

PlayMaker Help / Re: Simple Get Key Down/Up fsm?
« on: September 28, 2017, 09:02:11 AM »
Yeah, but how will the key actually go down, and stay there?

Are they being animated? Are there multiple animations, one for going down, and one coming back up?

PlayMaker Help / Simple Get Key Down/Up fsm? [SOLVED]
« on: September 28, 2017, 01:56:11 AM »
There has to be a simple solution for this.

I want, when the user presses the A key, a model in the game is pressed down at the same time, and is held there until the A key is released, and then the model will go back to its original position.

Basically trying to mimic an actual keyboard.



 Let me know if you still struggle with this, I'll do a quick demo of this so you can get started.



that would be great, thank you!!!!!!   :) :) :)

Its possible. First I would suggest watching some of the playmaker tutorials to get the hang of playmaker.


Make a variable float, set it to 0. Thats your start rotation.


Then use the "get key down" action, to move to the next state. Assign it to be Q. In the next state, use the "float add", and add 90 more to that variable.

3. Use a "get key down" for E. Use it to "float add" in another state. But this time use -90. (Float add, both add or subtract).

4. Decide how you will move the world. But probably easiest is make an empty game object. Maybe call it "whole_world". Then you just rotate this gameobject and everything that is a child will change too.

5. You can use an itween action or the regular rotate action in playmaker. So the rotation to be your variable. Set the rotation action to work on your new "whole_world" game object. And the rotation amount to be your variable. Viola.

If you have watched the first few tutorials, this will all make sense. At the very least, this first one:

Thanks for the reply. I'm pretty confused on how that would get set up using the nodes. Is there anyway you can set this up in a demo file. Basically, everything you said is what I need.

It would mean a great deal, and I appreciate it.

Hey what's up, so I just downloaded PlayMaker today.

The main mechanic in my game is to being able to rotate the world clockwise/counter clockwise 90 degrees at a time, using keys.

As if you press the Q key and the world rotated CW once, stayed still, until that button is pressed again, or the E key is pressed to rotate the CCW. Similiar to how FEZ works. Being able to rotate left and right, however many times.

How is this possible?!


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