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Messages - Phuzz

Pages: 1 2 [3] 4 5 ... 7
31
PlayMaker Help / Get Key Down not Responding after "APPLICATION FOCUS"
« on: October 31, 2016, 07:26:49 AM »
After returning from "APPLICATION FOCUS" event that directs to the "Get Key Down" Action, the "Get Key Action" does not fire the action when key is pressed, except when FSM is Disabled then Enabled again, this was tested on an Android device. Is it a Bug? or me?

32
User Showcase / Re: Here are some of my unblocked games
« on: October 26, 2016, 02:49:28 AM »
Did you use playmaker for any of these games?

33
Work In Progress... / Re: Spiraloid (featured on Touch Arcade!)
« on: October 25, 2016, 04:18:37 AM »
Hello,

This looks very promising, I tried to opt in for Beta but noticed that it seems like its only for iOS beta testing at the moment :) Looking forward to it

34
Work In Progress... / Racey Cars [Physics Based Endless Racing-Android]
« on: October 25, 2016, 04:07:35 AM »
Hello Playmakers,

Racey Cars, a physics based Endless Driving game. Still a work in progress and would like your feedback and ideas, you can opt in for Alpha testing provided the link below.

Features:

* Physics Based Car Racing
* Low IQ Traffic AI (Purpose for random accidents to increase organic obstacles)
* Randomly Generated Scenery
* Random Obstacles like Bus stops and Road bumps.
* 10 Unlockable cars (More to Come)
* Leaderboard and Achievements

To-Do:
* Add Different Biomes (Desert) (Beach) ... etc based on chosen Car, currently only one Biome which is a City Highway, or whatever you want to call it.
* Add more vehicle types, SUVs, Motorbikes ...
* Random occurring missions: Example (Chase a Cash Transport Van similar to (Brinks) to increase amount of coins)
* "Your Idea goes Here"


Opt In for Alpha Here:

https://goo.gl/nPO540

35
Hello,

I have tried the Action provided by Weedsh and it seems like it is working fine on my Android device, the Action from Ecosystem did not work.

Thank you  :)

36
PlayMaker Help / FsmObject Variable
« on: February 10, 2016, 03:48:34 PM »
Hello,

I am working on a small set of custom actions regarding tk2DTilemaps, I am not a coder and most I do is Copy, Paste, Combine, and ask for help :) Thank you

I have written this code and so far it is working just as expected, the only problem, since the Object required is a tk2dtilemap Object, I cannot have it as a drop down menu so I can choose from a stored Object variable. Only drag and drop works. How can I convert the tk2dtilemap object to be in the Object Variable?

I hope im clear enough, Thank you

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{

[ActionCategory("2D Toolkit/TileMaps")]
[Tooltip("Gets the Tile ID (Sprite ID) at a given position (Vector3) of the Tilemap")]
public class GetTileIDatPosition : FsmStateAction
{
[RequiredField]
[UIHint(UIHint.Variable)]
[Tooltip("The Tilemap to Choose from")]
[CheckForComponent(typeof(tk2dTileMap))]

public tk2dTileMap TileObject;

[RequiredField]
[Tooltip("The Layer Number for the target Tile")]
public FsmInt LayerNumber;

[RequiredField]
[Tooltip("The Position for the target Tile")]
public FsmVector3 TilePosition;

[UIHint(UIHint.Variable)]
[Tooltip("Returned Tiled ID")]
public FsmInt TileID;

public override void Reset()
{
TileObject = null;
LayerNumber = null;
TilePosition = null;
}



// Code that runs on entering the state.
public override void OnEnter()
{

DoGetTileID();

{
Finish();
}
}

public override void OnUpdate ()
{
DoGetTileID ();

}

void DoGetTileID()
{

if (TileObject == null)

{
LogWarning("Missing tk2Dtilemap component");
return;

}

{
TileID.Value = TileObject.GetTileIdAtPosition (TilePosition.Value, LayerNumber.Value);

}
}


}

}

37
PlayMaker Help / Re: Cannot convert fsmvector3 unityengine vector3
« on: February 10, 2016, 01:20:08 PM »
Thank you :) Works like a charm.

38
PlayMaker Help / Cannot convert fsmvector3 unityengine vector3 [SOLVED]
« on: February 10, 2016, 09:13:11 AM »
Hello,

I am trying to apply the following line to a custom action im working on:

TileID.Value = (tilename.GetTileIdAtPosition (Position, LayerNumber));

ofcorse im using the variables:

FSMVector3 Position
FSMInt LayerNumber

I am getting an error cannot convert FSM.Vector3 to UnityEngine.Vector3

I am not a coder, just trying to copy actions and modify them, and so far has been working but i stuck at this one. any help? Thank you

I am using tk2dTilemap Class

39
PlayMaker Help / Re: Egg Catch
« on: December 14, 2015, 12:39:36 PM »
Hello,

I haven't checked the example, but if its related in anyways. you can use Tweening?

40
PlayMaker Help / Re: IsPointerOverUi "StoreObject"
« on: December 14, 2015, 12:36:33 PM »
Alright :) thanks for the advice, and for your help.

41
PlayMaker Help / IsPointerOverUi "StoreObject"
« on: December 13, 2015, 03:59:30 AM »
Hello

I have a grid of UI images, something like a crosswords game, I have an FSM attached to the Image prefab, is there a way to use "IsPointerOverUi" action with the Gameobject variable ? I need to store the UI object the the pointer is over, this way I can manage all buttons from one manager instead of having many FSMs when many are created for harder levels. So basically something like a MousePick event but with UI.

42
Share New Actions / Re: A* pathfinding (stable 0v841)
« on: September 29, 2015, 05:46:59 AM »
Hello,

That sounds like a good idea, my main issue is smooth turns, is it working in this method?

43
Action Requests / 2DToolkit Tilemap Actions in Playmaker
« on: September 28, 2015, 03:56:59 AM »
Hello,

I was wondering if the 2DToolkit Tilemap API could be available in playmaker actions?

http://2dtoolkit.com/docs/latest/html/classtk2d_tile_map.html

Thank you

44
Share New Actions / Re: A* pathfinding (stable 0v841)
« on: September 12, 2015, 07:03:07 AM »
HEllo,

Smooth Turns option on the Movto Action seems to crash unity, its a very important option in A*, I know this thread seems a bit abandoned but if any one knows how to solve this problem would be great.

I am able to use Moveto action successfully except smooth turns.

45
Hello,

I know this Topic is old but just wanted to share my workaround for this that I found on Unity forums, just set a Random priority from 1-100 on start,  I did this and now Navmesh agents dont face each other stuck forever.

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