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Messages - blackant

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PlayMaker Bug Reporting / Auto Pause mode is not working like before
« on: June 15, 2020, 08:22:09 AM »

This morning i send a bug report with playmaker interface in unity, now i fund a clue.

when i enable "Toggle Breakpoint" on an action, when the game is not maximimzed, there is no problem.
When the game is maximized, the game is not paused, but the FSM is Paused, because my character doesn't react anymore.
and when i manually click on pause, i'm send to the FSM with breakpoint activated on it.

and the console message is:

Invalid editor window HutongGames.PlayMakerEditor.FsmActionWindow

Feature Requests / Deactivate Apdating Usages AutoUpdate
« on: June 15, 2020, 08:09:50 AM »

When a project is big, the function taht calculate and re-calculate Updating Usages on the actions Panel is causing big time and cause unity to slow down.

i don't know if there is already an option in the preferences to deactivate this option, wich is for me useless.

Feature Requests / Re: A Better FSM TImeline Zoom
« on: June 15, 2020, 07:38:05 AM »
ho... i think i discovered a bug about this because i accidently clicked on play, and the commands looks resizing around the center

Feature Requests / A Better FSM TImeline Zoom
« on: June 15, 2020, 07:26:04 AM »

this is really usefull for debugging when you have many many FSM and actions on your game.

But actually i am facing a problem because using it is not so easy as it should.

there are mainly 2 problems:

- When i zoom in or out , the scrollbar always get back to 0.
it would be nice if the position stay centered to the timeline active time (the yellow line for exemple)
- The scrollingBar is not efficient to navigate along al the time, because it is scaled from 0 to last time, and scrolling it will reduce it but you'll have to do it so many times to go were you need it...

so, it can be better with some improvments, like for exemple the scrollbar used in adobe premiere, or the one in audacity.

that's it ! cheers

Work In Progress... / Re: Ketch'Up & May'O
« on: May 07, 2020, 11:24:19 AM »
This looks pretty cool!
Catchy name and nice characters, like the art style ;D
The red characters face picture in corner could use some light though :D

Good luck!

thanks !
it was a good idea to talk about this lighting problem, now it looks better !

PlayMaker Bug Reporting / lines instead of clear list
« on: May 07, 2020, 07:45:21 AM »

this bug has started appearing because my project is really big i think, and i manipulate a lot of variables in many directions, so i think with time something has been broken and caused this...

User Showcase / Re: Ketch'Up & May'O
« on: April 28, 2020, 06:31:59 PM »
hi megmaltese,
the screenshot is a very old one, lightings have been completly reworked since and really better in the game.

i am a bit to much attached to the old images, but i konw should remove them... just a question of time.
actually it looks more like that:

the game is inspired by  the celebre "Toe Jam and earl", witch i played with my daughters on my megadrive.
they liked it, but they never retained the names of the characters. so we named them ketchup and mayo for the colors, and bam, thereis the true story about the title of this game.
after this first idea, i had to think, about the gameplay, in this age, because, remaking a game like it was  20 years ago is not as fun as it could be today, with more knowlegde, and my creativity.

so i decided to mix 2 titles rules:
  • toe jam & earl, for the quest of finding back all pieces of the ship
  • mario, with the simple principe of delivering the friend, kidnapped by an evil mind
After that i decided to check if the concept was possible to do with actual technologies, and unity and i made a serie of tests.
and the time has come to improve the main line of the concept, by adding more content and complexity to the game play and the story.

and here we go, we have the concept of Ketch'up & May'O, lost on a strange planet, searching for broken parts of there ship, who needs to be repared, to leave the planet, and of course they wont leave before they delivered the princess.

so between the first and the last level, you will meet, habitant of the planet spy-C.
fight bosses, discover hidden worlds, and get some quests from habitants.

and because the characters are clearly not heroes, with big muscles and trained brain, they will have bonuses, to help them in there tasks, or just for the player, so he can have fun :) .

User Showcase / Re: Ketch'Up & May'O
« on: April 28, 2020, 12:29:33 PM »
Version Alpha 0.0.0014 is now online !

Work In Progress... / Re: Ketch'Up & May'O
« on: April 04, 2020, 04:44:17 AM »
yes, updated the main tread

PlayMaker Help / debug instigator
« on: April 04, 2020, 04:33:24 AM »
IS it possible to get the instigator of these kind of message alert or to add it in the debug log so we can fund the error quickly ?

User Showcase / Ketch'Up & May'O
« on: April 01, 2020, 06:23:34 PM »
Hello everybody !

here is the new update of the alpha for the game project Ketch'Up & May'O !
version Alpha 0.0.0011 is out and you can play this little short demo by downloading the game from or indiedb

let's see what is it about...

I started this game in 2015, after an adventure who drived me to the gamescom and tokyo gameshow with a team for witch i was firstly working as graphist... and months later programmer using playmaker.

after this challenge, i reallized that i can program with my little skills and do more than people who don't , just with playmaker(thanks HutongGames).
All Animations are made using Akeytsu (Thanks Nukeygara), and modelling is a mix of ZBrush, 3dsmax and 3DCoat(Thanks to all !! )

so i decided to work on my own projects, and there was a lot already small for fun, training and passion, started but never finished. And by talking and playing with my daughters, they given to me the idea of Ketch'Up and May'O !

2 Aliens, are going to crash on a planet a lose thiere friend, the princess white soz, kidnapped by the evil mout'Hard !!

technically, i would like to push the game in that way:
  • procedurally generated levels
  • funny bonuses
  • strange monster foods
  • cool characters pnj for extra stories
  • simple and intuitive gameplay

the first alpha demo, is more a test to get returns from players about the performances on machines.
And the game can be played only on the first level to introduce characters and gameplay.

The game is automatically translated to system language, but actually not finished, so if you don't have a french or english computer, you'll have no text.

This problem will be arranged soon by putting english as base language for untranslated languages, and will evolve with time.

The next releases will allow players to start playing with the bonuses, and so on, future release will really start becomming the full game !

Enjoy the game, and give me feedbacks if you find something weird or disturbing to you ;)

PlayMaker Help / Data Maker Get CSV Fields by record seems to not work
« on: April 01, 2020, 08:04:33 AM »

i am not sure if it's me or the action,
i try to get all information from my CSV / Xml to set variables ,
and it always returns me the Fields from Index 0 even if i increment it...

Work In Progress... / Ketch'Up & May'O
« on: March 24, 2020, 03:05:03 PM »
Hello everyone !

started in 2015 is the project

2 aliens crash on spy-C planet and lose there friend White Soz, kidnapped by the evil Mout'Hard!
their mission is to save her and repear the ship to leave this strange planet.

and the first Alpha you can play is available now!!!


if you wish to follow the development of the game you can subscribe to blackant master studio on facebook, website, linked in etc...
but you can also connect to discord server and join beta tester and give feedbacks.

sorry to put this topic on live again,

i have the exact same problem with a simple input text an di don't see how to solve it ..

i made a short code witch detect if the input is empty or not, but is never empty and never 0 aswell...

General Discussion / Re: Playmaker to Unreal blueprints
« on: February 13, 2020, 06:15:16 AM »
i did have to program a gam in unreal, and the main difference is between the words used in blueprints, like for exemple using flipflop to call the action bool flip...

but programming in unity or unreal is the same logic like any other engine. once you know how to use the tools provided in unreal there is no more difficulties.

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