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Messages - Andrew.Lukasik

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31
PlayMaker Help / Re: Camera tracking a Spawned character...
« on: February 06, 2013, 06:24:00 AM »
Quote
Im not completely understanding this, I have never used event/data receiver before, is this an action?
Yes these are actions. In Player's starting state you fill needed fields in action <Set Event Data> and Send Event "Player Spawned" (by Broadcasting it for example).
To make receiving object you must simply make FSM with Global Transition "Player Spawned" in start of which is a state with <Get Event Info> action. So this is how you can get all variables sent by Player.
Next step it to propagate them to script that controls your camera. You do this by action <Set Property>

32
User Showcase / Re: [source files] ChocolateBoy
« on: February 06, 2013, 03:17:50 AM »
Maybe this direct link to .unity3d makes any difference?
https://dl.dropbox.com/u/14425101/public%20builds/temp%20builds/simple%20prototype%20_%20ChocolateBoy/WebPlayer.unity3d
PS: or it might be plugin versions issue imo

33
User Showcase / Re: [source files] ChocolateBoy
« on: February 05, 2013, 11:24:26 AM »
Did u remove this from dropbox? Seems like the webplayer isnt working
I don't know maybe it was DropBox-end problem. Look like working now to me.

34
PlayMaker Help / Re: Camera tracking a Spawned character...
« on: February 05, 2013, 11:20:02 AM »
Ah excuse me then, misunderstood.
Answering that
Quote
problem is that if needs a reference to the player, that doesnt exist yet (infact it could be one of 4 different players)
I would say that It probably can be done by FSM on that object which would be a event/data receiver and will propagate to this script Player's position etc. by <Set Property>.
 But what about Player+his camera rig as one prefab? This probably would be easier to do. Because then only one Player-prefab can be like that
Quote
itrs not telling the script which way the character is facing
<Smooth Look At> doesn't work with that script?

A.

35
PlayMaker Help / Re: Safe to use large amount of globals?
« on: February 05, 2013, 04:13:22 AM »
Hi @LampRabbit
If you name your global events or variables using "/" for example:

"runtime registry / Players / local Player 0"
"runtime registry / Players / local Player 0 / health"
"runtime registry / Players / local Player 2 / selected weapon"
"runtime registry / MainCamera"
"game state / is paused"
etc.

Then selecting those in Actions' fields will be much convenient because they will be segregated in nice menu. (As far as I tested it works with Variables, Events, Tags and Layers!)

Regards,
A.

36
PlayMaker Help / Re: Camera tracking a Spawned character...
« on: February 04, 2013, 04:53:16 PM »
Hi,
 You can try making two targets for camera to follow:
1st behind Player (parented to his spine bone for example) which camera would follow with action <Move Towards>. I recommend setting its speed as a square of distance to this point + N (because then it will speed up^2 when far away and N will help tweak behavior when close).
2nd target you can put somewhere in front of Player - this would be followed using something like <Smooth Look At>

 And this camera should be idle till Players spawns and broadcasts its existence and data (<GameObject Changed>, <Set Event Data>, <Get Event Info> and Global Variables probably will be usefull here).

A.

37
PlayMaker Help / Re: Safe to use large amount of globals?
« on: February 04, 2013, 01:06:20 PM »
(tip: when using large number of variables or events, use "/" in their names to segregate them into categories. This helps A LOT)


Edit:
Quote
If you name your global events or variables using "/" for example:

"runtime registry / Players / local Player 0"
"runtime registry / Players / local Player 0 / health"
"runtime registry / Players / local Player 2 / selected weapon"
"runtime registry / MainCamera"
"game state / is paused"
etc.

Then selecting those in Actions' fields will be much convenient because they will be segregated in nice menu. (As far as I tested it works with Variables, Events, Tags and Layers!)

38
User Showcase / Re: [source files] ChocolateBoy
« on: February 04, 2013, 09:59:58 AM »
Happy to hear to that. You are welcome to dissect my next example project in this tread. I tried to introduce some simple animations there.

A.

39
User Showcase / [source files] 2.5D Platformer, Animated Character Example
« on: February 04, 2013, 09:35:41 AM »
CONTENT: animated player-controlled character for 2.5D platform game (v01). Useful for rapid prototyping, testing ideas.

Quote
animations supported:
idle, running, jumping, falling, shoot/attack, hanging from ledge

CLICK TO PLAY(controls: wsad, space and LMB)

Quote
How to install:
1. Download Project files
2. Open project with Unity3D 4
3. Import Playmaker from Asset Store
   (created with v1.4.5)
4. Open scene "level" and hit >

Hi,
 I made this project as a part of last GGJam session so I decided to share it here for anyone interested in learning Playmaker. Keep in mind that I'm still figuring out what is the best FSM architecture for supporting character animation (not using Mecanin but Legacy system yet) for such projects so I'm quite aware that it's far from nicely done ones yet. But still - could be useful as prototype or material for dissection.
Feel invited to comment, suggest ideas or even share your own examples <3!

download project

40
Feature Requests / Re: its time for: Global FSMs
« on: February 02, 2013, 10:40:07 AM »
Public Service Announcement:
To whom that don't know yet - this lovely feature is coming very probably in next release and is enjoyed by beta testers as we speak :D

41
User Showcase / Re: [source files] ChocolateBoy
« on: February 02, 2013, 10:32:15 AM »
Hi Graham,
x=1e+10 and x=-1e+10 are just points far far away in both directions to serve as targets for move/look toward actions. They're such high to make sure no one will reach them while playing.

42
Work In Progress... / Re: Colonisation: Moon Base
« on: February 02, 2013, 10:26:56 AM »
Space sims are especially seducing to me. Any screenshots/vids maybe?

43
PlayMaker Help / Re: Move npc in a sidescroller
« on: November 16, 2012, 02:48:41 AM »
Hi,
As a simple solution - after setting proper constraints in RigidBody (block Z movement and rotations) you can simply apply force (only X axis / every frame / world) to AI to move it in player's direction till it reach him or else.

A.

44
Share New Actions / Re: BillBoard action
« on: October 28, 2012, 11:10:17 AM »
<bump>

45
Share New Actions / Re: BillBoard action
« on: October 11, 2012, 10:13:45 AM »
PS:
I think it would be great to add to this action a constant size, but not based on initial scale and distance but rather somehow with constant and shared size on screen.

 I'm sure there is better way to make this but in my example I achieved this by doing something like this:
   distance to camera  / distance on which object is scaled to 1.0 = scale factor
 I don't know if <distance on which object is scaled to 1.0> is clear enough for users. Scale in relation to screen size would better but I'm not sure how to approach this since it's 3d object.

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