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Messages - WillowN

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PlayMaker Help / Re: Audio play issue
« on: November 01, 2017, 03:27:31 PM »
One problem I ran into though is if I make the object into a prefab it forgets the target FSM (audio object).

PlayMaker Help / Re: Audio play issue
« on: November 01, 2017, 02:00:04 PM »
Ok. I think I got it. I have 3 FSMs on one object:
1.Trigger event>send event to global event> audio manager FSM which takes the global event and plays the sound
2. An FSM just for rotating the coin
3.Trigger event>get trigger info>set event data, send event (to my points GUI) then a wait>destroy object

I've replicated it a few times now with other note sounds. Thanks for your help, it took me a while to figure out what the best way to send triggers etc. If you have any suggestion for a better method please let me know.

PlayMaker Help / Re: Audio Play won't play sounds at all [SOLVED]
« on: November 01, 2017, 12:53:00 PM »
Hi Djaydino, thanks for sharing the link for this to my other question. I am checking out this video by you One thing that would make all of this easier for me to understand would be for you to do this video again but using sounds as the context for the global variables and transitions. It's a good explanation however I feel a little lost for how to connect it to how sounds are triggered. I will dig in now but I think a really useful context for demonstrating the content in your video linked above would be how to use this for triggering sounds within your game since there are essentially no clear tutorials on that for Playmaker.

PlayMaker Help / Re: Audio play issue
« on: November 01, 2017, 12:38:58 PM »
Thanks! I will dig into it now, much appreciated.

PlayMaker Help / Audio play issue[SOLVED]
« on: October 31, 2017, 06:40:47 PM »
I have an FSM set up on an object to send points to a GUI, play a sound and then destroy self. It worked fine except the sound was waaayyy too low using 'Play Sound'. After looking on the forum about this problem people recommended to use 'Audio Play' which is much better. The problem with that is that using Audio Play in that FSM stops 'Destroy Self' from working. It plays the sound and then the object stays lingering there. I separated out my FSMs. I placed one on a box collider trigger to Get Parent and then Destroy Object and then placed the play audio within the FSM that sends points. It all works now but the sound on 'Audio Play' is cut off way too much. If I set a delay on 'Destroy Object' then it looks really bad. How can I fix this? My objects are musical notes so the sound is really important.

Sorry, I wrote that unclearly. I opened the main game scene (the little bean guy at the clock towers) but clicking on each object revealed none of the FSMs. I tried opening some of the Playmaker folders there but only got the scripts. Do you know how I can see how you programmed using the FSMs somehow?

PlayMaker Help / Re: Spawning platforms NON-randomly
« on: October 26, 2017, 09:01:42 PM »

PlayMaker Help / Re: "Simon says" game
« on: October 26, 2017, 08:59:49 PM »
You guys are awesome!

PlayMaker Help / Spawning platforms NON-randomly [SOLVED]
« on: October 23, 2017, 07:37:02 PM »
Hi, I've done a few tutorials that have the platforms spawn randomly, I'm looking for how to layout a set level and then have it spawn at exact points, can anyone point me to a tutorial that will walk me through that?

PlayMaker Tutorials / Re: Official Tutorial Request Thread
« on: October 23, 2017, 07:08:47 PM »
I'd love:

1. A rhythm game tutorial
2. A slower walkthrough/breakdown of the Simon Says game that Sebas made since some of the elements of it are missing
3. A tutorial on the 2 platformer that Jean Fabre remade using Playmaker from the UnityLearn since the scene isn't set up on the one I downloaded isn't set up.

Hi Jean, I downloaded the package but nothing was placed in the scene. Is there a step I missed?

PlayMaker Help / Re: Working with MIDI file to create a rhythm game
« on: October 23, 2017, 02:19:02 PM »
Hi, I am also interested in Unity for rhythm games but am still very early in my explorations. I recommend checking out Koreographer on the app store. They have playmaker support/integration and have an engine that supports midi imports (in the pro version). So far I have made everything move to the beat successfully and interpolate at the right times but being able to load in midi would be awesome. I know of a developer who has set that up in a unity game that I designed if you want me to put you in contact.

JeanFabre! You're the best! Thanks so much for sharing that 2D platformer example, that will help me learn a lot, much appreciated!

PlayMaker Help / Re: "Simon says" game
« on: October 23, 2017, 01:03:02 PM »
Is there any chance you might be able to share this Simon game again? The dropbox link is dead

PlayMaker Help / Re: Using playmaker with asset store scripts
« on: October 17, 2017, 08:35:26 PM »
Thanks Zeldag, much appreciated advice. I went and did some basic tutorials on making an endless runner and a flappy bird type game. I just made a side scrolling game where a bird has to pick up objects that are laid out in certain combinations. I am having trouble figuring out the best way to have them spawn in. Every tutorial I have seen seems to set it up to randomly spawn when I want set paths (like v shape, wavey type shape etc.). I'm not sure how to achieve this though. 

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