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Messages - Andrew.Lukasik

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16
PlayMaker Help / Re: What is the action for every x.secound?
« on: February 11, 2013, 07:31:44 AM »
Hi vidi,
Make two states connected with each other both using (system) event "FINISHED".
In first you place action <Wait> with filled delay time (your x) and finish event field as "FINISHED".
In second state use action <Float Add> or <Int Add> to add value to variable (created via tab Variables).

That should make you simple loop with delayed repeat. That's it.

A.

17
PlayMaker Help / Re: Flipper Control
« on: February 10, 2013, 03:16:56 AM »
Solution wasn't hard to google. Happy to help.
Quote
flippers move very slowly, is there a way to have them move faster to simulate more realistic flipper movement?
Iincreasing (negative here) values of torque forces applied is making them move faster.
Since this game is build on physics be open to tweak many parameters and experiment a lot.

Best Regards,
A.

18
how about making it without itween?

example FSM _ sketch flipper machine v1 @andrewlukasik.unitypackage


RUN IN WEB PLAYER

(go full-screen to disable RMB popup)


19
Quote
I need the user to press the left arrow and instead of the character moving slowly left, I need it to say shift 50 pixels / units to the left and if the up key was pressed then for it to shift 50 pixels / units forward and so on
Like this?
(attachment)

20
PlayMaker Help / Re: Camera tracking a Spawned character...
« on: February 07, 2013, 09:09:52 AM »
Quote
But this wont work for me because you camera IS parented to the character. I had forgotten WHY I couldn't do this, but its of course because that my game is multiplayer, and of course if the camera is built into the character prefab then many cameras get spawned.
In fact the only camera you want is on the character YOU are controlling.
My initial idea was to make two separate prefabs for players. For example: "Player_you" and "Player_others" and only "Player_you" would be equipped with camera. Then spawning FSM/script would decide which one to spawn (and that "Player_you" can have only one instance).
I never done anything including network yet but I presume that this might significantly simplify process of spawning (because "Player_you" and "Player_others" require different control inputs).

21
PlayMaker Help / Re: Idle Animations: how to wait random amount of time
« on: February 07, 2013, 08:46:21 AM »
Take a look at this example (attachment below). After filling <Play Animation>'s target object and animation name fields then it should work and self-explain this process a bit.

22
PlayMaker Help / Re: Idle Animations: how to wait random amount of time
« on: February 07, 2013, 08:29:22 AM »
Oh it simply don't work now because in <Wait> you should fill Event field with relevant event. In this case shown above - named "Wait". Then it will proceed.

ps: In this "Random_Float" state, action that plays blink animation should fire finishing event as well.

23
PlayMaker Help / Re: Idle Animations: how to wait random amount of time
« on: February 07, 2013, 06:05:12 AM »
You can make random delay with two simple actions:
With <Random Float> you generate specified random number and save it to variable.
Next you use that variable in delay field of <Wait> action. You loop states and it's done.
(animation must be set to play Once)

24
Official Action Updates / Re: Mouse Look (Update)
« on: February 07, 2013, 04:32:58 AM »
Infact I missed or forgot that completely.
Imho UIX-language now isn't addressing that change in behavior. Yet it can be beneficial for learning curve if made more clear.
Is it possible to change "None" to something that address it's local meaning here like "No Clamping"? (or something visible like this) Might be worth thinking about...

Best Regards,
A.

25
One of the things I learned from this but happily denied on start is that when decided to make game with character that is big on screen and human-like then:
Be prepared that animations and scripting them will seriously scale up your project. This is because tweaking all and making assets will consume time in exponential manner (realistic time budget = initial time budget^2)

26
I'm not sure why camera is twitching when moving fast and how to prevent Player from overlapping with walls (without expanding collider). If someone knows - please write a short note.

27
User Showcase / Re: Red Box of Doom
« on: February 06, 2013, 02:35:23 PM »
Hi Greg!
Good to see you here. I noticed that you made some great 2d games <3 I hope you will continue making this awesomeness with Playmaker! :) I'm looking forward to seeing you next research projects.

Best Regards,
Andrew

28
Official Action Updates / Re: Mouse Look (Update)
« on: February 06, 2013, 12:52:32 PM »
I would love to have option to disable maximum values in this action. Meaning: to be able to look around without this "angular wall" at both ends. I found this troublesome when making tpp camera. I can get around this eventually but for newcomers it's probably easy to see this as deficiency.
A.

29
Check this tpp camera rig (attachment).
When speaking about camera that spawns with main player I meant something like this. Camera's FSM in this example is responsible for animating it's owner, but you can easily replace it with your own camera script.

30
PlayMaker Help / Re: Camera tracking a Spawned character...
« on: February 06, 2013, 09:37:51 AM »
Quote
Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption
This mean that you're trying to set Prefab (from Project), not a instance of it, as a target. I.e.: Camera can't follow target that resides in Project files (ofc)

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