Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - FunD

Pages: 1 [2]
PlayMaker Help / Re: Help with Playmaker Actions: Newbie
« on: February 21, 2019, 06:03:08 AM »
This is the tutorial about using pixel crusher with playmaker, btw:

The dialogues are released on trigger through collision with NPCs.

So if I make a State that has a transition 'Trigger Enter', this state leading to a second State that has an action 'Start Conversation', it plays the conversation of Pixel Crusher Dialogue System.

I noticed that I can't add a 'TRIGGER ENTER' transition on a state more than once, so I created a second event called 'TRIGGER ENTER: Second Convo'
The first transition plays Conversation 1, and the second one should play Conversation 2, once Conversation 1 played (so after colliding with NPC a second time). But it does not.
State 4 is linked back to State 1, because I want the second convo to play again repeatedly.
You can set variables with the Pixel Crusher dialogue system actions, so I tried with a Bool, but can't get it work.
If you want a second action to be released through 'trigger enter' with Playmaker, once action 1 is finished executing, would you use a bool, or how would you do it?
Also, how would I freeze the player's position during conversations, while still allowing him to look around? Is there an action for this?
Thank you for your help.

Can you show an image of the fsm?

PlayMaker Help / Re: Help with Playmaker Actions: Newbie
« on: February 19, 2019, 07:09:14 AM »
I tried using global transitions, but then the dialogues don't play at all anymore. I really am not sure why.

This is basically what I need:
On trigger -> plays Dialogue 1 (this works) -> on second trigger plays Dialogue 2 -> on third trigger and so on -> plays Dialogue 2 repeatedly

I also need to add a function where the player freezes his position while having a dialogue with a NPC and is only able to move once the dialogue is over.

Should I maybe message someone from Playmaker support directly and send that scene of my Unity project at this point?
I am using 'Pixel Crushers' Dialogue System Asset, and followed an online tutorial on how to call dialogues and play them with Playmaker. However, I could not find a tutorial on how to add conditions, such as replaying a conversation or playing the next one, so I'm still kind of stuck on this.
thank you very much for your help so far

maybe this tutorial can help :

PlayMaker Help / Re: Help with Playmaker Actions: Newbie
« on: February 13, 2019, 06:01:18 AM »

So I stopped using FINISHED and made my own events.

I'm still on the bit where I want to have a new dialogue play once the first dialogue has finished playing.
I looked into PlayerPrefs and bools. I downloaded ECOSYSTEM and imported the package into Unity, in order to be able to use 'PlayerPrefs Bool Test', 'PlayerPrefs Set Bool' Actions etc.

So basically, the system has to check if Conversation 1 already occurred, using a bool, and if it has, it goes to play Conversation 2. I get that.

I've been trying out different options but somehow can't get it to work. I tried to find a tutorial specifically on PlayerPrefs bool Actions, but have not been able to. I am still confused on how to make it work with Playmaker. I took some screenshots:

I'd really appreciate some help

State changes are triggered by events. The FSM will stay in a state until it receives an event that triggers a transition to another state.

I think you might be confused about the FINISHED event. It is sent automatically when all actions on a state have finished running. This might be pushing you to the next state quicker than you want.

Instead of using FINISHED, try making your own events in the Events tab and send them yourself. That way you have complete control and will understand how to build the flow better. For example, the Bool Test action lets you send events based on the value of Bool variable. I know that might not make sense yet, but I think if you start playing with making and sending events it will start to make sense!

PlayMaker Help / Help with Playmaker Actions: Newbie[SOLVED]
« on: February 12, 2019, 12:26:21 PM »

I'm still new to playmaker, although I made some progress today :) ..However, I'm still somewhat struggling with the actions and how to link them properly, so that they do what I want.

I am trying to get the logic here for two actions, I'd like to have executed in my current scene.

The first thing is:

I got the asset 'Pixel Crusher's Dialogue System' and I'm using Playmaker to execute the dialogues. Playing the first dialogue works fine.

But what I'm trying to achieve now, is that a new dialogue plays, after the first dialogue has been read through, without ever going back to the first dialogue. (Attached screenshot below)

I'm pretty sure I should use bools, tried for a long time to find tutorials that shows me exactly what I need, I read the documentation and tried many different ways, but there is something I'm missing, because I can't get it to work.

Is there any way to get a step by step guide on this for newbs like me?

Then the second thing I'm trying to achieve is:
A text gets released in the scene, with 'on trigger enter' on an object. The player reads through the text and is told that he can do an action with the 'Enter' Key after discovering this object.
The text shows up on the screen fine, but now I would like to change scenes after the player presses the 'Enter' key (right after reading the text).

I used 'Get Key Down', but it's not working with the scene switch. I added the 'Load Scene' Action and it changes scenes directly when the player gets in collision with the object, without having time to read the text or press the 'Enter' key.

Is there generally a way to make sure States play one after the other? Any advice?

Thanks for your patience with all the newbie questions :)
Here are the screenshots:

..And please let me know when the tutorial for unlocking events is up, I'd be very interested to see how it works, regarding actions that can only be done once another action is completed in the scene, and how to lock an action once the player went through it once.

I tried to find a good tutorial or a solution, but I haven't been able to so far. I looked into bools but have not been able to make it work yet (I'm new to programming & playmaker..)
Thank you :)

For the first question I made a quick wiki page:

Let me know if this works as a tutorial. I plan to add more of these pages for common questions... to collect a core set of patterns that can be re-used. Repeating something with an interval is a good one :)

I'll do an Unlock tutorial page next, but somebody will probably have some advice here first. Hint: Look into Bool variables and PlayerPrefs actions.

Thank you, it works now :)
My bad, I somehow thought the blink got automatically imported by the Unity asset, as I just imported another asset and it added some actions to Playmaker.
It works with the 2 state loop, but it doesn't work as an Action sequence in a single state. So that fixed it :)

The Blink action is unrelated to the Blink Effect asset you downloaded. It ships with PlayMaker:

Does the Blink Effect asset come with any docs?
"RunEditorPreview" sounds like it would only work in the editor...

Are you sure you set it as an Action Sequence? Wait then Call Method in an Action Sequence should work.

Did you try the 2 state loop shown in the tutorial?

Thanks for your message.

Regarding the wait action on the blink effect, I had already tried it as an action sequence, but it does not work. The Blinking Unity asset I bought is also visible as an 'effect' in Playmaker's list of action. Somehow, adding it as an effect ('blink', as shown in screenshot below) does not play the blinking animation. The only thing that works is calling the method, by adding the script of the asset.
But then it plays it at the beginning of the scene (once) and does not respond to the waiting action.

Here's a screenshot, so you see what I mean:

For the first question I made a quick wiki page:

Let me know if this works as a tutorial. I plan to add more of these pages for common questions... to collect a core set of patterns that can be re-used. Repeating something with an interval is a good one :)

I'll do an Unlock tutorial page next, but somebody will probably have some advice here first. Hint: Look into Bool variables and PlayerPrefs actions.


I have two main concerns tonight. The first one, is that I've been trying to use the 'wait' action in several ways, without success so far. Not sure what I'm doing wrong. I downloaded this asset from the asset store ( to have an eye blink animation, at the beginning of the scene.

It works fine, but just plays the animation once. I would like, to have a bit of wait after this action, and then play the animation once more. Would you know how I could do that? (Screenshot:

Another thing I'm going to need a lot in my game, is another action being unlocked after completing an action.

For example, only once a dialogue is finished with a character, the player is then able to pick up/select an object in the scene or start a dialogue with another character. How do I go about locking and unlocking actions/events in my game?

Thanks, any help much appreciated :)

PlayMaker Help / Re: Help with UI buttons
« on: February 11, 2019, 06:59:44 AM »
Oh, I see! Thank you.  :D

PlayMaker Help / Help with UI buttons[SOLVED]
« on: February 11, 2019, 05:00:18 AM »

I just started working on a new game, using Playmaker. I'm experiencing a strange bug, regarding UI buttons.

I created UI buttons in Unity and used playmaker, to make the Scenes change, after clicking with the mouse on a button. I added an event on 'State 1', named it 'Load Scene' and added a 'Get Key Down' state, selected 'Mouse 0' as Key.

Then I linked this to a second State, that has the state 'Load Scene', and entered the scene name. Also, all scenes are added into Unity's 'Build Settings'.

The thing is that this actually works, but only when there's 1 button in a scene.

..So right now I'm having issues with the title screen of my game, because it has 3 buttons ('credits', 'controls', and 'play') and for some reason, they all go to the 'credits' scene, when clicked on. I can't figure out why.
The 'Scene By Name' in the Playmaker State are named correctly, I even tried creating a completely new button and starting from scratch, but it will always go to the 'credits' scene.

Help please?
Here are some screenshots, also:

Thanks for your reply

I meant more like with 2 (or even 4) controllers on the same screen. No split-screen. Like a deathmatch for ex.

I am doing this type of game for the first time and struggling to find any help on this

I was wondering if anybody has done this before or know a good way to figure out how to do this :)

PlayMaker Help / Question on how to make multiplayer with gamemaker
« on: July 20, 2018, 05:39:48 AM »
Does anyone know of documentation or tutorials for making a local multiplayer game (on a single device) with playmaker?

Thank you

General Discussion / Re: Mutiplayer game with Playmaker?
« on: July 04, 2018, 02:36:15 AM »
Yes, it would be a multiplayer game on a single device :)
Have you heard of any tutorials for local multiplayers on a single device, done with playmaker, by any chance? Any documentation/tutorials would help me on this journey. Thank you.

Many thanks for the link. I really appreciate it. I will look into it today :)

Yes, I study Game Design at an Art School. But programming is where I still struggle. I do well in all other aspects of Game Dev.

And yes, I'm sure I'm not supposed to just make the art. Otherwise I'd just go ahead and make the art and I wouldn't be on this forum right now inquiring information about playmaker.

My school often asks us to make games in very little time (alone or in groups of two), and yes, often it's up to us to find good tutorials and teach ourselves in our free time. I am on this forum to ask for advice, since I know we have a multiplayer game assignment coming up and I heard of Playmaker via other Game Design students.

I know my way around Unity now, after following a few tutorials. But I have never used playmaker. I am slowly learning programming but like I said, still struggling.

So Assets (like playmaker) and good tutorials can be really useful for newbie students like us. That's why I wanted to get some advice on doing a local multiplayer and also considering learning playmaker over the summer. Especially if it can help me with my multiplayer assignment, that's coming up.

General Discussion / Mutiplayer game with Playmaker?
« on: July 03, 2018, 09:53:27 AM »
I'm an art student and I have to make a game for a school project. My programming skills are VERY limited and I got very little time to make this game.

I need to make a local multiplayer game, playable with controllers. I actually searched for online tutorials for more than an hour yesterday, to help me with the code for such a project, but I found pretty much nothing on the subject.
There are tons of tutorials for online games for some reason.. but pretty much nothing for local multiplayer.

I've been wanting to get Playmaker for a while anyway, so my question is: is it possible to make a multiplayer game with Playmaker without having to code?

Pages: 1 [2]