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Messages - MrMitch

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31
Android Help / 2D and NGUI positioning [SOLVED]
« on: January 31, 2014, 01:33:37 PM »
I'm having some issues with 2D and NGUI

So what i'm trying to do is have an NGUI label appear at a point of collision, i have no issues making it appear but its making it appear in the correct place that i'm having trouble with.

I've tried many differeny ways but from what i can work out i think both the 2D and NGUI look at the screen res differently and i can't figure out a way to make them work together.

Has anyone dealt with this before or does anyone have any suggestions?

32
Hey good job so far, for me the speed increases happen at right times :)

Things i think you should add are a replay button when you crash rather than having to go back to the main menu to play again, also have it setup so that if i person chooses to not sign in with their google account that it doesn't pop every time they load the main menu.

Other than that good job, i look forward to seeing the game progress.

33
PlayMaker Help / Re: Have an object collide with all objects but one
« on: January 03, 2014, 04:47:22 AM »
I forgot about the collision matrix, it works just as i wanted it to :)

Thanks Jean :D

34
PlayMaker Help / Have an object collide with all objects but one [SOLVED]
« on: January 02, 2014, 10:32:45 PM »
Ok so i have spheres rolling down a slope, i want them to collide with the slope but not each other.

Anyone have suggestions on how i'd make that happen? i'm working with 2D and sprites.

35
PlayMaker Help / Re: Send variable from script to PlayMaker.
« on: November 24, 2013, 04:21:16 PM »
Get Property should work.

36
General Discussion / Re: Unity 2D and Physics 2D Support now available
« on: November 23, 2013, 11:43:34 PM »
How i did it was store the object hit in the Game Object Hit variable, then used the action Game Object Compare to compare the objects and send an event.

37
General Discussion / Re: Best way to pause the scene?
« on: November 21, 2013, 02:58:40 PM »
I also got my hands on Group Pausing Kit to find out it was no longer supported.

With the game i'm currently working on i've been using time scale and purposely building it to be effected by time scale but that might get tricky depending on the size and complexity of your game because not all actions are effected by time scale.

So my suggestion would be work with time scale if you don't know how to program that type of thing or don't want to pay someone else to do it.

Hopefully someone will give a better suggestion, as i'd like a better work a round  ;D

38
General Discussion / Re: Unity 2D and Physics 2D Support now available
« on: November 21, 2013, 01:20:42 AM »
Hi Jean

Ok so we have an object listening for triggers or collisions to happen, i've found the main problem is i can't define which collisions or triggers its listening for like i can with Trigger Event or Collision Event, instead the moment that object collides with anything all Collision Enter globals are called and some of them i don't want to call until the object collides with other objects.

So yeah i can't figure out a way to define what objects are colliding with each other via Tag like i can with Trigger Event and Collision Event


EDIT
Turns out i was over thinking things and after a little more experimenting i now understand how it works.

So thanks again Jean :)

39
General Discussion / Re: Unity 2D and Physics 2D Support now available
« on: November 20, 2013, 02:56:32 PM »
Is there any way to make the 2D Collisions and Triggers work like Collision Event and Trigger Event? as the current system really limits what i can do.

40
PlayMaker Help / 2D Movement and Boundaries [SOLVED]
« on: November 20, 2013, 12:22:57 PM »
I'm working on a game similar to Breakout, currently trying to get it to work in real 2D but i'm having issues making my 'Paddle' collide with my level boundaries, so that it can't be moved off screen.

Any suggestions?

SOLVED

I added a 2D RigidBody to my Paddle, turned the Gravity to 0 and moved it with Translate, it now moves and collides with any object that has a collider.

41
PlayMaker Help / Re: Pausing and Time.timeScale
« on: August 26, 2013, 10:17:01 AM »
In the Action Browser look for Time or type in Scale Time to find what you need.

42
PlayMaker Help / Re: invert numbers
« on: July 05, 2013, 06:08:43 PM »
Thank you so much Alex it works perfectly now :) and thanks for trying LampRabbit :)

43
PlayMaker Help / Re: invert numbers
« on: July 05, 2013, 02:19:13 PM »
Ok so that does work for the system i have it just doesn't give me nearly enough control over the system.

I'm trying to get the device tilt and move a sphere(using force) using the tilt, i have managed to get it to read as 0 when my device is held landscape left but to do this i had to set the orientation to Portriat in Get Device Roll but the main problem is the values are reversed so when i tilt left i get positive numbers and when i tilt right i get negative numbers, i have tried using Float Compare  and setting up several stages of movement speed but for some reason Float Compare doesn't seem to fire off at all.

Are there any other ways to compare float?

44
PlayMaker Help / Re: invert numbers
« on: July 04, 2013, 02:40:44 AM »
Thanks I'll have a look at it when I get home

45
PlayMaker Help / invert numbers[SOLVED]
« on: July 04, 2013, 01:47:39 AM »
I'm trying to figure out a way to make a positive value be read as a negative and a negative to be read as a positive, so 1.23 would be -1.23 and vice versa

Any suggestions?

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