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Messages - mpaul0055

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16
User Showcase / Affected - The Oculus Rift Horror Experience
« on: March 06, 2014, 03:55:40 AM »
Hi Guys, Well after 10 months of blood, sweat and tears ive managed to release my Oculus Rift Horror Experience.

Cant thank you all enough for the help over the development process and one thing is for sure, this could not of been achieved without Playmaker!




Affected - The Horror Experience is not your average horror game. Designed specifically with the Oculus Rift in mind, you are transported to three different terrifying scenarios with just one aim, make it to the end!
There are no keys to find, pieces of paper to locate or mazes to get lost in, think of it as a modern day haunted house.

Its been developed by myself, Mark Paul and I've mainly used stock assets from the unity asset store and from around the inter webs. This is going to be the first of many releases from myself, and they certainly won't be all Horror based. 
My next tittle will hopefully have you laughing, as much as Affected will have you crying for your mummy!  :lol:

Thanks for all the support over the past 8 months, the forums have been a wealth of information!

And thanks to all the Beta testers, the information i got back from you guys was awesome. Especially DeepRifters mini novel! Awesome!! I hope you can all see the improvements from when you first started playing!

I really hope you enjoy the experience and if you feel like donating, then any amount would be appreciated to help fund my Unity Pro licence. It would also go towards the blood, sweat and tears that where poured into this development  :ugeek: . Details can be found on my webpage below.

Format: PC ONLY (Mac Release 08/03/2014)
Version: 1.0

Controls:  Xbox 360 Controller - Keyboard and mouse
                 Press the Start button or P to Pause the game
(Make sure your controller is turned on before loading the affected exe for full functionality)

Known Bugs: If you change the level after calling the lift, it will effect what level is loaded (fix due this weekend)
                             Its possible to wander from the map inside the carnival (fix due this weekend)
                             Small frame rate issue in first room in the manor (fix due this weekend)

Download Here: http://www.fallenplanetstudios.com/#affected-download-and-donate

Get In Touch: MP@fallenplanetstudios.com

Donate: PayPal - mpaul0055@aol.com

For more information on Affected visit http://www.fallenplanetstudios.com

Updates Due - Colour Correction & Known Bug Fixes

17
Cant thank you enough for this Chris! Will definitely be implementing this method into my new project.

18
PlayMaker Help / Re: Triggers & Scale Time
« on: February 05, 2014, 11:47:11 AM »
Decided to use Get Key Input for a work around. Worked a treat..

19
PlayMaker Help / Triggers & Scale Time
« on: February 05, 2014, 08:01:26 AM »
Hi Guys

Just finishing off the final piece to my elaborate jigsaw, AFFECTED, A Virtual Reality Experiment....I had a massive dose of feature creep last month and im now integrating a pause menu as the final addition. I dont have NGUI and would like to use a rendered pause menu that appears infront of the player (Like how i have created my my main menu)

The main problem im having is when I set Scale Time to 0, my trigger actions for the menu dont work.

I understand why they dont, im just wondering if there is a way around it?

Any help would be great as im hoping to get this to beta testers tonight.

Oh and if anyones got a rift and fancies a go, let me know.  8)

20
PlayMaker Help / Multiple fbx Animation issues
« on: December 18, 2013, 02:20:10 PM »
Hi guys

Wondering if anyone can help with a problem I'm having with using animations from different fbx files.

The character that I'm using has individual fbx models for each animation. I Can trigger the animation which is inside the fbx fine, but if I add another animation inside the inspector playmaker is unable to play it.

The animations are set to legacy mode, but import as generic.

I'm sure it's something trivial but can't find a solution.

Could any of you wonderfull people lend a hand :)

I'll be posting information on oculus project very soon :) It's an experience and a half that's bought grown men to there knees! Ha!

21
PlayMaker Help / Re: Trigger Exit Not Working
« on: October 30, 2013, 03:13:06 PM »
Ah ok, I haven't had to use collide tags for the triggers before.

So should I setup a new trigger layer?

Cheers :)

22
PlayMaker Help / Trigger Exit Not Working
« on: October 30, 2013, 02:32:37 PM »
Hi All.

Im having a few issues with a FSM i have made for a door. Its using raycasting and triggers, but the trigger exit will not work.

If i look away from the door, and move out of the trigger, the FSM stays in the Raycast Check State and does not go back to the start state.

My brain seems to think this is logical and should work, but its not.

Any help would be awesome!!!

23
PlayMaker Help / Re: Raycasting with Playmaker
« on: October 08, 2013, 04:15:02 AM »
Does anybody know of any Raycasting Tutorials i can get lost in? Im struggling to find much on it for Playmaker.

Thanks

24
PlayMaker Help / Re: Raycasting with Playmaker
« on: October 02, 2013, 07:18:25 AM »
Make sure to tick "debug". For me thats a great help to see where the ray actually points. Every so often, thanks to myself, it points in completely different directions than I expected.

Thanks Man, Will keep that in mind :)

25
PlayMaker Help / Re: Raycasting with Playmaker
« on: September 28, 2013, 03:55:39 AM »
Thank Redikan

Could you give me a little outline on the best way to setup a raycast for say opening a door?

Ive got opening and closing doors using the mouse pick function, but when i try and use the raycast, im not getting the desired results.

26
PlayMaker Help / Raycasting with Playmaker
« on: September 27, 2013, 04:01:26 AM »
Hi Guys

I really hope someone can point me in the right direction as im struggling with the Raycasting in Playmaker.

I need to use a raycast for opening doors and picking up objects, but all the tutorials i can find are specifically about enemies and ai. I have tried to adapt these and learn from them, but im just not getting how to set it all up.

Do i need to make a Raycast FSM on every object that you will be able to interact with, or can i have the main  Raycast FSM on the character?

Can someone give me a few pointers on where to start?

Any help would be massively appreciated.

Thanks

Mark

27
Thanks Alex. No the Controll method is the Oculus Controller Prefab.

I have made two character controllers and one can only look around. When something is picked up it just switches between them.

:)

28
Hi All

Im currently half way though a FP Adventure/Story game for the Oculus Rift and have decided to tackle my pick up method.

When you venture round the scene you will come across pictures and journals, you can view these by clicking on them.  They will then be stored in your backpack, to be viewed again at a later date.

Once the user has picked up the item id like them to be able to rotate the object with the right analogue stick, and the movement with the left stick(WASD) restricted.

So far i have it set up like this.

Pick Up Item
- Player Inside Trigger
- Mouse Pick Over Object
- Key Down (Pick Up Button)
- Item Moves To Parent
- Rotates To Path and Looks At Parent
- Store Variable in Collected
- Key Down (Pick Up Button)
- itween Animation (Move Out Of Line Of Sight) (Put into Backpack)
- Destroy

Now when the user picks up the item id like them to stop being able to move. I don't want someone running around the level holding an item in front of there face.

Are there anyways to change the control methods, or lock a Joystick axis?

One way i was thinking of doing it would be to spawn a new player when the item is picked up that cant move. Seems logical, but are there any better solutions.

Any Help would be really appreciated.. (If im not being all that clear, let me know and ill waffle on some more)

Ill leave all my raycast questions for another topic !

29
PlayMaker Help / Re: Mouse Pick with Oculus Rift
« on: September 18, 2013, 04:25:45 AM »
Hi,

 You need to raycast from the camera z axis, that's how you will achieve true center checks. Have you tried that? I would never rely on mouse input or cursor in a Oculus environment.

bye,

 Jean

Hi Jean

Are you developing for the Rift too?  Ive not used raycasting yet so are there any good recent tutorials. I have found a few older ones but no upto date ones.

Cheers

Mark

30
PlayMaker Help / Re: Mouse Pick with Oculus Rift
« on: September 17, 2013, 07:28:47 AM »
Excellent , Cheers Jean.

Time to go changing all my FSMs... . DOH!! ha

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