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Messages - curb47

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166
One initial problem with the Action Sequence, was having the Get Key Up action enabled.

The logic got stuck here, right at the beginning, as I guess the Action Sequence is waiting for the the key 'M' to be released before it can move on. The problem is, when 'M' is released, it sends to event 'finished' and it returns to the 'Listening' state at the start.

This opened up another can of worms in my head... how do I Get Key Up in the Action Sequence, in order to register the player has stopped firing the lasers, if the sequence can't move past the Get Key Up action?

My brain is going down a wormhole of infinite loops... it hurts.

167
Hi Dino,

Great to hear from you, I was hoping you'd comment on this one.

I've changed the Repeat Interval to Zero, and it kinda worked, the Action Sequence got stuck on another action.

I would really like to understand what's going on here, as you mentioned the Action Sequence in your previous answer to my other question (I think it was you, it might have been Jean) and I ended up not implementing it as I was happy with the result of the lasers shooting at the time.

However, now I'm ironing out the finer details and I need to have full control over the rate-of-fire of the lasers, so I need to return to this FSM.

If you don't mind, could you look over the FSM for me, and see where I'm going wrong? If I want to utilise Action Sequence to gain control over the rate-of-fire by simply changing the Wait action time at the end, how do I get it to flow?

Here's some screen grabs on the FSM...













You can see in the screen grabs, all the actions are enabled, however, when I was running the game, I had to use trial and error/process of elimination and disable some actions to get any result.

As a starting point I speculated that Every Frame needed to be UNchecked for any action that had it. Correct?

On a side note, my State 2 is filled with lots of actions, is this normal? Like, is there a logical limit to the number of actions that any State should contain?

Thank you so much. I'm sorry to be taking up so much of your time.






168
PlayMaker Help / Re: Parent Rigidbody, Child Colliders
« on: July 30, 2020, 02:50:24 PM »
Cool.

169
Hello,

Hope you're all well.

I need some more help with my spaceship lasers! I'd like to vary the rate at which the lasers fire, ie the raycast/draw line combo. I want the player to be able to power-up and increase the rate of fire/power of the lasers as they progress through the game.

Now, I thought it would be really simple, by just adjusting the Repeat Interval in the Raycast (I'm using Raycast 2 from the ecosystem), but that seems to have no effect.

I've also tried setting the FSM as an Action Sequence and having a Wait action at the end, but the action sequence gets stuck on the Raycast action and doesn't move down the list of actions.

I don't want to start over-complicating my FSM, and I'm sure there must be a simple solution.

Any help is, as always, greatly appreciated.

All the best.

J. 

170
General Discussion / Re: Playmaker C# build.
« on: July 28, 2020, 07:17:53 AM »
Okay, thanks.


171
General Discussion / Playmaker C# build.[SOLVED]
« on: July 28, 2020, 03:05:18 AM »
Hi there,

Not a very good title to the thread, but hey go.

I have a good friend who is a senior coder for a game studio, and he has kindly offered to look over my project to see if he can help in any way.

I was wondering; when i build a game, and have the stand alone app, is the the Playmaker logic compiled into code/script that he would be able to decipher?

Like, can he just take my build, and work with it without any problems?

I guess the bigger question is; what is the ideal workflow when collaborating with Playmaker & C# coder?

Maybe there's a function in Playmaker that just turns an FSM into C# script?


172
Android Help / Re: Massive performance hit...
« on: July 24, 2020, 03:46:38 AM »
Hi Dino,
Mmm. Okay, I'll investigate and get back to you.

Thanks.

173
Android Help / Massive performance hit...
« on: July 22, 2020, 02:04:20 PM »
Hello,

Okay, this is real noob stuff here...

So, yesterday I experimented with changing the build platform to Android, to see if i could get my game on my phone.

A friend of mine who works in game dev recommended getting a WIP version on the phone/Android asap to see how it runs.

When i changed the platform, Unity went through a process of re-importing all the assets (?), and finally when that was done, i hit the play button in Unity.

My god. The game could barely play! Even though it was still on my beefy mac! I didn't even get as far building it for the phone.

What's the deal here?

I understand things need to be optimised for phones, but why did the game grind to a halt (1 frame per second) whilst still on my computer?

The game is fairly simple. It does have a lot of stuff in it, but it's not over blown by any means.

Are the standard optimization techniques that can be done with playmaker? Like, only creating objects when they're in the scene? Anything?

Thanks.


174
PlayMaker Help / Thanks... and a little help with Draw Line.
« on: July 22, 2020, 01:33:38 PM »
Hiya,

I just wanted to say thank you for Playmaker, and thank you for all the help I've been given on the forum.

I'm having a great time (if a little stressful and exhausting) putting my game together, and feel like I'm really learning and growing.

So yes, thank you.

Right, now that's out the way, here's another problem...

I've set 2 colors for the Draw Line action, red for Start and blue for End, but it doesn't seem to work, the whole line is red, no blue.

I've tried using a material too, but can't get it working.

What am i missing?

Thanks.

175
PlayMaker Help / Re: [SOLVED] Double Tap?
« on: July 19, 2020, 05:52:11 AM »
Done.

I've got another problem on the horizon that kinda has the same issues. I'll continue with this tomorrow I have weekend stuff to do.

Thanks again.

176
PlayMaker Help / Re: Double Tap?
« on: July 19, 2020, 02:14:06 AM »
Yes, all done and it works like a dream. Thanks again, I really struggled with the logic of the double tap set up, and you've really explained it clearly.

177
PlayMaker Help / Re: Double Tap?
« on: July 19, 2020, 01:33:06 AM »
Hi Nuff3,
That's amazing! Thank you so much for taking the time to do this, I'll try it now and back back to you.


178
PlayMaker Help / [SOLVED] Double Tap?
« on: July 18, 2020, 05:01:57 AM »
So, after all the complex stuff I've managed to achieve in Playmaker, I've hit a massive brick wall with something that should be really simple... the double tap.

I've got a simple set up - Z walk left, X walk right. I want to make it so a quick double tap on Z or X makes the character run instead of walk.

I've found a few 'solutions' on the internet, and a couple of suggestions on this forum, but I'm not getting it!

Please can somebody help me?

Thanks.

179
PlayMaker Help / Re: Create referenced Instantiate from Raycast?
« on: July 17, 2020, 06:42:47 AM »
All good. I think I've got everything working properly now. Looks awesome!

180
PlayMaker Help / Re: Create referenced Instantiate from Raycast?
« on: July 16, 2020, 02:49:55 PM »
For the record, I've got the Pool thing going, using the Pooler package from the ecosystem.

It really makes sense! Another great idea!

Again, thank you.


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