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Messages - Martin-Vaupell

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Took a look at it. Are you planning to add collision in the near future?

I suspect you mean collisions to destroy the player with the astroids.
Then yes, It's allready implemented.

Where theirs suppose to be walls. When I played it awhile ago, I could go through them then end up on the left or right side of the screen.

Certainly not,
Yes, the dropbox version has been updated quite a few times since "the walls"
where present.

Right now, if you move offscreen to either side you appear on the oposite side.
Only top and bottom have an actual "border" but that is just the screenborder.

I suggest you try it again ;) click the link in the top post, and if it loads the
old version, hit CTRL+F5 to refresh your browser cache.  ;)

P = pause/shop

General Discussion / Re: Share your Unity Layout
« on: February 11, 2014, 09:47:59 AM »

Well I change my layout from project to project, to ajust my focus.

My current project view is this..

 Fullscreen link :


Looking for some Language Localization assets

I'm looking for something supporting PlayMaker and somesort of spreadsheet
making it easy for me to gather localization from various languages using people.

And found this one in the store, it says it has PlayMaker support aswell
and you also get the Speech bubble 2 asset.

Is it worth it?

Any suggestions ?

Took a look at it. Are you planning to add collision in the near future?

I suspect you mean collisions to destroy the player with the astroids.
Then yes, It's allready implemented.

However, i currently have it disabled, due to problems with the explosions,
the debri on occasion also destroy the player, so.. debugging.

Top down shooter, and updated the webplayer today with a upgrade shop 'p'
in the pause menu.  :D

webplayer -

PlayMaker Help / Re: Get Axis Vector in (zero gravity physics)
« on: January 31, 2014, 05:20:19 AM »

Oh right..  /facepalm

You're right! 

Thank you

PlayMaker Help / Re: Get Axis Vector in (zero gravity physics)
« on: January 31, 2014, 04:54:19 AM »
Been looking into things..

Get axis is storing the vector3 correctly as shown in the video.
both with and without gravity.

SimpleMove does not move without gravity but moves fine with gravity
also shown in the video.

I'm using a "invisible" floor right now, but it sometimes gives the wrong effect
so i would prefer to go Zero gravity instead of the floor..

debug video

Any advice?

PlayMaker Help / Re: Get Axis Vector in (zero gravity physics)
« on: January 31, 2014, 02:54:47 AM »

To test further i have added the movement vector to the inspector.
And while gravity is above or below 0 it works as usual

With gravity at 0 playMaker does not get input from horizontal or vertical :(

PlayMaker Help / [SOLVED]Get Axis Vector in (zero gravity physics)
« on: January 30, 2014, 01:04:14 PM »
Scene with a spaceship and basic controllers

-> Get axis vector
-> Controller Simple Move -- >moveVector

and got a Character controller on aswell.

It works fine, i can move the player etc.
However, when i go into project settings > physics and set gravity to 0

Get Axis Vector does not get input from Vertical and Horizontal anymore.
That means you can't control anything.

Any idea why  ?

PlayMaker Help / Re: An object refuse to center at 0 0 0 coordinate
« on: January 25, 2014, 03:21:29 PM »

Is it a blender model? or other 3D model?

If so, you need to position the pivot point in the 3D app, before exporting.
Also are you using .FBX in Unity or the export from the program.

a little more info for a better response. sil vou plait.

User Showcase / Re: Time to show my #candyjam game entry
« on: January 24, 2014, 05:23:29 PM »


In ur face king  ;)  haha fun game.

PlayMaker Help / keeping mouse inside "fullscreen" when multimonitor.
« on: January 23, 2014, 04:46:30 PM »

Does someone have a simple solution of keeping the mouse "inside" the
game when in fullscreen mode, this is a problem when dealing with
multiple monitors.

Work In Progress... / The distraction work ;)
« on: January 23, 2014, 01:32:47 PM »
So on a daily basis I'm working on a large game, but sometimes it just get to be
to much and annoying, or i get stuck doing some weird loop.

When that happens, i always turn to Unity and playMaker for some fun.
My latest fun was a top down shooter, tank/mech style and this part was making
3 AI modes work, entirely in playMaker.

- Turret mode
 * has range, look at player, attack + follow when within range.
- Guard mode
 * same as Turret, but will agro the player, stop after a range limit.
- Patrol mode
 * Same as Guard, but will patrol between 2 or more waypoints, chase the player, return to patrol if player escapes view range.

just added
 - pickups
 - weapon upgrade
 - exploding mesh

just added
- Moving platform (vertical) many issues with this thing.
- GUI items + debug info
- AI ajustments
- Life pickup

And here is a video of what i got working :D

Webplayer + PC and MC dl links (just above the webplayer)

Man, I love playMaker worth every dollar..

PlayMaker Help / Re: Large startup slowdown in editor mode
« on: January 19, 2014, 07:14:09 AM »

Similar behavior, but i thought it was normal.
After an actual pc build the gameplay itself does not have this delay,
only in the Editor.

Just testet my current open project, the delay there is 8 secs,

PlayMaker Help / Control check trigger event, "catch player if moved"
« on: January 19, 2014, 07:06:02 AM »
Having a sliding door trigger, all works perfect.

Closed -> opening -> Open -> closing -> return.

But, if a player enters the trigger and initiates the opening sequence but leaves
before it finishes or at once, the door remains open.

So i'm thinking in the "open" state i want to add a Wait, 2 secs. then go
and check if the player is still inside the trigger, so either close or go open.


How do i check if a player is currently in the current trigger?

OnTriggerStay is really only if the play "stays" in the trigger to begin with right?

- Currently I just have a timer, closing the door in any case after a few seconds.

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