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Topics - DennisJensen

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PlayMaker Help / Convert String to Object[SOLVED]
« on: March 21, 2017, 10:53:06 AM »
Hi Guys,

I need your help.

I'm trying to set up a system for items in our game. Since we are going to have a lot I would need to make it automatic, that's why I setup a XML file that contains all the items we need.

My problem is that I would like to change a icon when I show the items, but in order to do that I need to change the sprite and the sprite can only be set to a object variable, and my variables are all strings.

So I could create a section in my XML file that contains a icon for each item, which I then would save as a object in order to change the sprite. But that's a extra setup just for the icons, and they have the same name just with a _icn in the end as the item.

Is there anyway to convert a string to a object? In order for me to then change the sprite? Seems like the most logical way to do it. It's not a game object but just a object variable.

Otherwise I would need to do a work around, but it just seems silly.


User Showcase / Bombs N Stuff - A local multiplayer game
« on: December 20, 2015, 01:22:25 PM »
Hi Guys,

I made this game. Here is a desciption:

Jump over lava pits, push your adorable friends into them or just bomb them to pieces. There can be only one winner of Bombs N Stuff!

  • A Top down platformer game
  • Defeat your friends in this deathmatch by bombing and pushing them.
  • Local Multiplayer with up to 4 players.

Bombs N Stuff is a 2-4 player game controlled with a XBox 360 controller or a keyboard. Jump from platform to platform while pushing your opponents off the platforms. Simple mechanics but fun gameplay inspired by the classic bomberman.

The game was made in a 38 hour game jame. I continued to work on it. Hopefully I will have time to create more awesome content. The game is inspired by the old classic BomberMan

The game is only tested with a XBox 360 controller and keyboard.

Download Link:



PlayMaker Help / Axis using Keyboard or controller
« on: December 08, 2015, 05:36:39 AM »

First, thank you for this awesome community.

I made this game called Square Clash this weekend in 38 hours.


It's working really well with a XBox controller, and I use  "Axis event" and "Get Axis Vector" to move my characters around. I then made some new inputs in my project with the keyboard, and then I changed it so that you could choose between keyboard or XBox controller.

The problem is that when I use keyboard and "Get Axis Vector" to define my movement, it doesn't work when I want to jump as well and are holding down two movement buttons. So basicly I works if I go in one direction like left, but if I move in a diagonal way it does NOT. I guess it's when I use three buttons to control the character instead of three?

Any suggestions are very welcome.

User Showcase / Skater Dash by 2nd Studio
« on: November 17, 2014, 05:33:12 AM »

Hi guys,

We have developed the game SKATER DASH and have just released the game. Choose your skater, Dante or Dina. Collect coins and weapons such as yoyos and spray cans. Unlock and upgrade weapons to become a better skater. We hope you will enjoy the casual endless runner game and appreciate our stylized pixel art with different landscapes and groovy music.

We have partnered with Hojio, which enable players to challenge each other in an online PvP mode for real money. You can compete against peers for the best score and win €1 or €5.

The gameplay also offers a single player mode for you to practice before challenging your peers. This mode is available for all ages.

We would love to get any feedback in order to improve the gaming experience. The game is created using playmaker and some c# for the versus mode.

NO Ads
NO Pay-To-Win
NO Pay-For-In-Game-Items
NO Pay-to-Play (Pay-To-Skip-Waiting)
Just a genuine free game without all the bull****! 
- Online Multiplayer mode (PvP real money challenge mode)
- Single Player mode (for all ages)
- Share replays with your friends
- Achievements & leaderboards on Game Center
- Runner with easy tap controls
- DASH the cops
- JUMP over obstacles
- COLLECT coins
- Pick up energy shields
- Multiply your coins, by dashing cops in a row
- Unlock and upgrade weapons
- Skate through 3 different worlds

Hi Forum,

So as a newbie, I could love some facts/tips on how much different actions are influencing performance.

Every Frame:
I know it's okay to use, but maybe not all the time. Instead of checking every frame I could use "changed float", but I'm not sure if it's better performance wise?

Trigger event:
How often does it check? is it like everyframe or does it only check when the rigid body moves?

Other tips on what takes more performance and a alternative would be really cool.

PlayMaker Help / PlayMaker 2d Unity problem, maybe bug?[SOLVED]
« on: July 17, 2014, 05:33:37 AM »
Hi PM,

I recently tried to convert my game from 3d- to 2d physics.

I says the following error:
"Playmaker Unity 2D is missing"

And later that it is required in the scene. Yes I did add it. What going on here?

I downloaded the latest add on and imported it.

iOS Help / Lag when activating game object
« on: July 06, 2014, 04:25:36 AM »
Hi Playmaker,

This might not be a playmaker question in general, but this community is so great, I thouht I would ask it here. I posted a problem with optimization some time ago  on the forum which I have been working on since then. Link to old thread.

It's a endless runner, in 2d, with a lot of stuff comming towards you. See attached screenshot.

The problem:
The first game you play lags. Not horrible, but a little bit all the time.
The game lags a lot on Iphone 4. On Iphone 5 it runs smooth after the first game.

In the profile thing, I can see that activate game object takes a lof of power in the beginning

I use three different pools for, Ammo, Enemies, Props (Coins etc). The environment is using eight different platforms, where two are shown at the same time, I activate it when I need to use a platform. There is three background planes and four midtground.

I read that unity takes more effort when it shows a game object for the first time. So maybe thats what causing it?

I use 3d physics, these take more effort than 2d physics, I only used them because this is new to me, and I didn't know better. I could change it to 2d but it would take a while, and if it didn't help it would be waste of time.

I use a lot of trigger events, and I use some global events. How bad are these? I have 2 environment modules showing at once each with about 20-30 placeholder (Just a box with a trigger) objects waiting to be triggered. I use to have a lot of every frame checks but I got rid of most of them.

We are going to publish this game soon, so any inputs are very welcome.

Thank you.


Action Requests / EveryPlay Actions
« on: June 08, 2014, 12:21:28 PM »
Hi Playmaker forum.

Anybody thinking about making EveryPlay Actions for Playmaker?

We are making a small mobile game right now, and EveryPlay seems like a great way to get your game out there, and getting it shared.

I'm not a programmer, so I don't know how to do this, but if anybody would be up for making the actions that would be awesome, and I would buy you a beer :D (Sorry we have 0 budget). As far as I can see on the site, it looks pretty simle to intigrate in unity.



PlayMaker Help / Translate lagging on mobile
« on: June 02, 2014, 05:40:47 AM »
Hi Playmaker forum.

Short introduction:
We are a small indie team, working on two games. One mobile and one console/PC/MAC. The mobile game is made in playmaker and causing some problems.

The game is a endless 2d runner, where you collect coins and upgrade your weapons. It has great looking pixel graphics. The game is different because you can challenge your friends and bet real money.

The game is very fast phase, and the speed increases. The camera is standing still and the environments move. The game is optimized fairly well, I use pool manager for all props, enemies and coins. I have some physics. But not a lot. And it seams that everything is running smoothly except how the environment translate.

I think the problem is the speed that updates and increases, while the environment moves. If I use every second the environment will increase speed every second (and frame) and make a little "jump", if I use every frame, it's not really working, because the FPS changes accordingly to how many objects are in the scene. it runs around 45-60 FPS on our mobile test device, and around 100 FPS on a PC. I tried playing around with both fixed update and late update.

I have translate on 9 different environment modules, a props group, on all enemies and a spawning object. I have a lot of functions that runs every frame.

Any ideas?


PS. I'm normally a artist, my knowlegde within programming is limited.

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