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31
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 15, 2018, 03:40:00 PM »
I did the snapping system only, that's how! ^-^

https://youtu.be/m6lOgSp6qxU

32
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 15, 2018, 07:05:47 AM »
Ok. The first example is what I understood from what you said (but I maybe misunderstood).

So I fhe first image shows a build system when you can build only starting by placing the first place in a corner, if you don't start from a corner or from another tile... it should appen what I drawn in the second pic: the snap won't work because there aren't object next to the tile to place.

The third image is what i want to make: a system who allows to snap also without tile around the piece to place.

I hope I was understantable.

33
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 14, 2018, 12:51:17 PM »
I'm confused, maybe I didn't undestand.

There will be problems (I think).
For Example you start building from a corner within the limit... ok, it will be snapped, but if I would choose the center of the grid as first tile placement point? The tile placement won't be imperfect because there aren't colliders to hit/nothing tiles to build from?


34
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 14, 2018, 06:31:45 AM »
Here it is in action. https://imgur.com/gallery/imLV5

The grid is created in c# and is very short actually. Then I custom made the action for playmaker to work with it.

Anywho, I will make a full video tutorial later anyways and you can check it out as well.

Good luck!

The grid is 300x300 units. Are you sure this won't burdening on performace?

35
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 14, 2018, 06:19:20 AM »
Cheers for the video, from what I can see there I totally misjudged the scale of the building area. The idea proposed in reply #14 of this thread is far more efficient.

So I'd go with no pre-placed Foundation Markers or Edge Markers. Just the Snap Marker that moves with the cursor, as a child of the Snap Marker have one Foundation Marker and it's four Edge Markers. Each with an appropriately placed collider set as trigger. An FSM on the Foundation Marker and each of the Edge Markers, you want the "trigger event" action to check if an object already exists in its space.

So Do I need just one Snap Marker child}FoundationMarker child} the 4 markers + placemente rounded by 10 units in world space?

I ask about the rounded units because... ok, it should work, but what about spawning a tile in the center so without near tile to snap from?

36
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 14, 2018, 05:44:56 AM »
Hi, so I made a snap grid placement system. Basically you can set the distance of the points on the grid in 3d space. Ie, 1 or 0.5. by my custom script.

Then, when you click on the screen, you use a playmaker action to get the nearest grid point. Then place your object on that grid point (ie, force it to the grid point).

Its still early stages, but you might find it useful. I can make a video for it in the next few days if you are interested.

The grid points are made dynamically, so there is no real overhead as far as I can tell. It does not use arrays.

I am not sure this could/would work with the cutout part, but its another idea anyways  8)

Thanks. You are so kind. However I'll never improve myself in this way. but if your grid snapping system is made on Playmaker I can also see the FSM and learn something. :)

37
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 14, 2018, 05:40:44 AM »
Here 's a video.

You can Switch between first person and top down only when you use the cabinet.

I forgot to insert a tile... anyway tile's size is great the like the cabinet ceiling(maybe smaller).

I placed the various FoundationMarker and Edges Marker as you can see in the pic... doesn't it burdening the scene's performance?

Video:
https://www.youtube.com/watch?v=Hu0zkXpcCcA&feature=youtu.be

38
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 13, 2018, 02:43:24 PM »
I'm making this right now.
I 've created a green area of 300x300 and a tile of 10x10 units.
I renamed this FoundationMarker and I set as child of it 4 empty GO for each edge.

Right? Just one gameobject with inside 4 child?

Or You mean creating 900 FoundationMarker with their EdgeMarker?

39
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 13, 2018, 08:11:04 AM »
Anyway I should explain me better.

The game map is not big: the buildable area is only 1/9 of the map and it's in the center zone of the little city.

The other part of the city is a pre-edited in a 3D program.

So ONLY the center is buidable (it's an empty terrain), Moreover is grid-snap based, so it's not possible place where you want, as I saied above.

the system is similiar to this https://assetstore.unity.com/packages/templates/systems/ubuild-in-game-modular-building-system-75709
but with cost in $ of each part of the structure to build.

I prefer don't use stuff from asset store, the reason is I am afraid they cannot be controlled completely by Playmaker (or it's possible?).





40
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 11, 2018, 01:43:24 PM »
I just don't know which actions I need to build.
The snap now works, but which action I need to Draw?

I 've understood playmaker's logic, just need more actions knowledge and practice with them. :)

Anyway only ambient is 3D, the other stuff is only 2D as you can see here:
https://www.youtube.com/watch?v=A1UhtLuLMGc

41
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 11, 2018, 11:50:59 AM »
I'm back.
Im sorry to spam questions here, is there some tutorial for it?
I've actually problems to create an object based on the rounded variables.
There's a portion of map which is not editable.
I don't know what's better: creating a clone of the same object reapeated for each snapped ordx and ordy or just scale it on the previous ones.

Moreover the dragged area should work like an autotile.

(Hope I'm undestandable)


42
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 11, 2018, 10:47:42 AM »
Really helpful! Thanks.

43
PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 11, 2018, 09:25:21 AM »
This question is extremely broad. Though I can suggest something that may start you off in a viable direction.

I'd start by using "get mouse button down" in one state, then in the next state I'd grab the position of the cursor (one of the "mouse pick" actions could do it) and round each vector to a whole number (you may want to use one of the vector XYZ actions that allow you to break up a vector into a series of floats, then use "float round to nearest" on each value). I'd then use "get mouse button up" and once again in the following state grab the position of the cursor and round each vector again.

You've then got 2 opposing corners of a rectangle to lay out your rooms. From there you'll need to work out how you'll place your rooms within that rectangle.

As I said though there are many ways to accomplish this effect, this is one way that is fairly straight forward in Playmaker.

Mmh... And to adding the 3D subtractive/boolean effect in the stone(for example?). Anyway, I'm going to try, I'll let you know. Thanks!

44
Hi!

I would know if it is possible creating (err... I don't know how call this build system in english) a Brush to Draw different types of rooms. The same as Evil Genius:


They should snap like a grid.
Which actions I need to made my custom system?

I tried to find something on the asset store, but I don't know the specific name of this build mode. Moreover It's top down only when you are in customize mode: the game I would to exercise with, is fps and top down only when you want to build something.

Some tips?



45
PlayMaker Help / Re: Programming Blood & Gore with Playmaker
« on: February 05, 2018, 02:27:00 PM »
Ok, I don't know why but I trought I needed to program it.
Thanksm, I will check! ;)

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