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Messages - lucaderiu

Pages: 1 [2]
16
PlayMaker Help / Re: Loading progress bar?
« on: September 16, 2013, 06:59:38 AM »
Thanks LampRabbit,
yes we are working for iOS and looks like we'll have to put a fake progress bar :)

17
PlayMaker Help / Re: Loading progress bar?
« on: September 16, 2013, 05:40:45 AM »
Hi,
just tried with a heavy level but doesn't work. The float become 1 directly from 0 and then the scene takes 5 seconds to load.

18
PlayMaker Help / Re: Loading progress bar?
« on: September 15, 2013, 11:12:23 AM »
Hello Jean,
thank you very much! I am trying the actions but I think something is wrong in my usage: I got 0 for unloaded and 1 for loaded.
Tomorrow I'll try the actions with heavy scenes in the game we are working on,  and I'll let you know if the value can pass from 0.00 to 1.00. In fact I think the loading time is the answer.
Thank you
Luca

19
PlayMaker Help / Re: Loading progress bar?
« on: September 12, 2013, 04:07:29 AM »
Thank you Garth! you're right i see the read only variable.
I am not so skilled atm with programming and this sounds like a work for jeanfabre, hopefully he will see this topic ;)
Thanks
Luca

20
PlayMaker Help / Re: Loading progress bar?
« on: September 11, 2013, 04:05:50 PM »
Hello,
I am trying to do the same but I am not able to find usefull informations (i don't use NGUI). TommyA you managed somehow to do it?
Someone has a suggestion on how to set a variable with the loaded% of level size?
Thank you
Luca

21
General Discussion / Re: Save Game
« on: May 22, 2013, 05:01:09 AM »
thank's Red. I was also taking in consideration Easy Save 2. I saw it in the add-ons of PlayMaker and thought it should be integrated and manageable with FSM. Someone gave it a try?

22
PlayMaker Help / Re: Touch Object or Mouse Down?
« on: May 16, 2013, 01:31:21 AM »
as you can notice close to my name there is written "newbie" that perfectly describe my status :)
I update just in case someone would be in my situation
I solved the problem inserting a pre-check of the touch to get the finger_id and then I assigned that id to the Touch Event (as private variable).

23
PlayMaker Help / Re: Animated Model Not Working :(!
« on: May 15, 2013, 02:18:11 PM »
hi,
I don't want to say something unprecise but we were testing animations at office and the animator had similar problem that was solved with baking the animations from 3ds Max (Unity should still be able to blend the various clips if necessary).
Tomorrow i'll try to obtain more info and I'll update this answer.

24
PlayMaker Help / Touch Object or Mouse Down?[SOLVED]
« on: May 15, 2013, 01:07:25 PM »
Hi,
i'm porting my tests with Unity and PlayMaker on iPad and i noticed that MouseDown works fine as transition event (and is fast to setup) then I tried with Touch Objects Event and the result is also good.
Now practically I understood that both of them can be used on iPad and this is great.
I moved more in depth for multi touch and I discovered the difference: Touch actions supports multitouch while MouseDown doesn't.
In my case I need to activate FSM for 2 different meshes that must be touched at the same time and my problem is that i can activate one OR the other, but never both. Touch Actions have finger Id and from what I understood in this forum and on videos it must be assigned to the touch number. But my question are:
How can I activate 2 object touching them at the same time but independently from the finger id?
And also, what about if the player puts 10 fingers on iPad like I did: the FSMs were stucked :) is that normal?
Thank for your help this can help me to interact with multiple elements in the same time, no matter which is touched first.
Luca

25
General Discussion / Re: Save Game
« on: May 14, 2013, 03:38:24 AM »
Thank you for reply. From what i understood there are no native way to store datas  directly from Unity. jeanfabre your suggestion looks compatible with iOS, actually i was just testing something about game save but thanks also to drfantome.

26
General Discussion / Save Game
« on: May 08, 2013, 10:06:12 AM »
It's some days that i'm thinking about "the right" method for saving variables, states and everything necessary to restart the game after a break. Which method you use/prefer?
I'm playing around with various ways and I'm having fun experimenting different solutions for the same problem but I'm curious to know some opinions on your apporach...And what about iOS/Android devices? the challange becomes more difficult I suppose.

27
PlayMaker Help / Re: Enemy is catching me through the wall
« on: May 03, 2013, 09:10:23 AM »
Thank you sebaslive, i missed that videos form BadSeedGames, now i'll watch them all. My "enemy" rig is quite different but the AI result is the same (and now it doesn't pass throught walls) :)
Thanks again!

28
PlayMaker Help / Enemy is catching me through the wall [SOLVED]
« on: May 01, 2013, 03:33:53 PM »
Hello, I am trying to solve a collision problem but i'm stuck without results since days.
In simple words I have an enemy following my character but the enemy is passing trought walls.
I tryed Character Controller+Motor: nothing
tryed mesh convex, box, capsule collision: nothing
The GameObject uses Move Towards with player as target object but I also tryed itween update without success.

How do you solve this problem when an enemy is trying to touch your player and you hide behind a wall? (like in Resident Evil for example).
Thank you very much!
Luca

29
General Discussion / Re: Welcome! Please introduce yourself!
« on: April 28, 2013, 11:55:33 AM »
Hello, I'm Luca Deriu from PlaySys. Just bought PlayMaker and spent the weekend on it. I thought it would be nice to use the first post for express my satisfaction. Thank you!
Cheers
Luca

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