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Messages - jalex19

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16
So I store all of my "levels" currently in one scene, under different game objects (ex. Level 1, Level 2, etc) with children, and use FSMs to call them up, and disable them when done. My problem is if the player goes back to try and play an older level, nothing is reset!

I read the topic here: http://hutonggames.com/playmakerforum/index.php?topic=1014.0 talking about loading new scenes, but I don't think that's what I want here, since I would like to do this all within one scene if possible.

I'd like to know how to reset one of these parent game objects and all of their children to the point where they existed at runtime (transforms all reverted, destroyed objects re-created etc).

This might be more of a general unity question because I'm not even sure if it's possible to do this - but I hope so, because it would seem inefficient to have to make a new scene for each level, when the assets do not change much at all.

I am making great progress so far with playmaker in making my little game in the few hours of spare time that I have, and I very much appreciate the community help here!

17
PlayMaker Help / Re: Prefabs not updating within states
« on: April 04, 2012, 09:40:11 AM »
Yep, I'll get a good solid repro case and submit a bug, thanks!

18
PlayMaker Help / Prefabs not updating within states [SOLVED]
« on: April 03, 2012, 07:08:15 AM »
I notice that if I update a prefab object with new states, my prefab references in the scene will also update with the new states - this is cool.

However if I change a value within that state in the prefab object, the prefab references will not update this value - this is not cool.

What can I do to fix this, or is this a known issue?

Thanks!

19
PlayMaker Help / Re: Simple Score System [Solved]
« on: April 02, 2012, 08:01:18 PM »
Got a simple score system in and working, the above methods all helped! Thanks!

20
Thanks! Solved!

21
I'm using an Int Switch to route my levels within my Level Manager Game Object, in the action node it allows me to Send and Event. Can I do this globally within that action? I want to send a signal to my Level 2 Game Object when it's time to activate, but it seems like I now have to send the event to my Level Manager, and have yet another state whose sole purpose is to send that same Event targeted to my Level 2 Game Object. This seems inefficient to me?

Let me know if I'm doing something wrong or could be doing this simpler! Thanks!

22
PlayMaker Help / Re: Best top scores
« on: March 28, 2012, 05:30:31 AM »
What Jean said - even if it is convoluted at this point it might spark an idea with someone else about how to simplify it, and then all benefit :)

23
PlayMaker Help / Re: Simple Score System
« on: March 27, 2012, 05:12:48 PM »
You guys are awesome! Taking some time to read through this and digest, I'm also checking out Xtopher's health pickup vid which seems to have some good info. Once I get the system working I'll update the thread.

It's been about a year since I've worked in Unity (finally got myself a daytime design gig). My last Unity project/prototype is here: http://www.openmicgames.com/games/tantrix which was quite complicated to script from scratch and I needed a bit of help. My experience with Playmaker thus far has blown my mind - I've done mod work in Unreal and Cryengine and in many ways this is even better than Kismet/Flowgraph. (You rock Alex!)

In my spare time I hope to make a shipable lightweight game for mobile, so I really appreciate the solid and active community!

24
PlayMaker Help / Simple Score System [SOLVED]
« on: March 27, 2012, 11:52:37 AM »
So warning this is a bit n00bish but I'm mainly looking for how to get started putting a basic score system together using playmaker.

What I'm looking for at a high level:

An integer display somewhere on the screen (let's say upper right) that reads in from a variable.

A way to increment this variable using various game objects (Say I can collect 3 types of boxes: Red, Blue and Green - I would like for these objects to fire off an action (probably global?) that increments the variable by a set amount.

Eventually I'd like to learn how to save these variables across levels etc but for now this would be a good start. I've tried searching the forums and tuts but I didn't see something that would directly apply, and if so it wasn't immediately obvious - sorry!

I appreciate any help!

25
PlayMaker Help / Re: Set Parent action deforming mesh? [SOLVED]
« on: March 27, 2012, 04:50:46 AM »
Also good advice, leading me to a tangential question, are extra GO's expensive (considering mobile development here) if they are just empty containers? I know they don't cost draw calls/tris, but do they leave a big memory footprint?

In this case I think that's a good idea, but im just wondering in general, how much each one costs me.

26
PlayMaker Help / Re: Set Parent action deforming mesh?
« on: March 26, 2012, 04:42:57 PM »
Strange indeed. My hook was a simple cube with the Y scaled to 0.2 to make it more of a rectangle, apparently that scale contributed to the skewing. The Y scale value of the crate went to 4.9 something to compensate, and there was a slight z rotation as well as an x scale adjustment.

However setting the hook up to have a 1,1,1 scale was fine. This shouldn't be a problem going forward as I'll just need to make the asset. It still seems strange that it would react like this however.

Thanks!

27
PlayMaker Help / Set Parent action deforming mesh? [SOLVED]
« on: March 24, 2012, 07:25:40 AM »
I'm prototyping a simple game  similar to Gold Miner: http://www.mofunzone.com/online_games/goldminer.shtml

where you pick up "crates" with a "hook" that rotates at the top of the screen - upon clicking on the hook it shoots down and grabs any crate in its path and brings it back up.

I have an FSM on the crate to look if its been collided with (the hook has a rigid body, crate is just using a box collider), at which point it will use a Set Parent action and make the hook its parent, and retract.

This works for the most part, however if the hook hits it at any kind of oblique angle, the crate's mesh will deform into a rhombus, and I have no idea why. (The more oblique the angle of contact the more severe the deformation) Ideally I would like to rotate the crate to the normal of the hooks surface, but I don't want any mesh deformation!

Anybody have advice? I can provide pictures if needed when I get my website up and running again.

Thanks!

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