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Messages - Phuzz

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PlayMaker Help / Re: Slow Down Rigidbody
« on: September 02, 2014, 11:51:54 AM »
Maybe adding a Bool Value so the force would only work while key is pressed, basically,

Get Key Down, Store Result, then only if Bool is True  force will be activated, this way upon key release, "theoretically" Add Force should stop.

PlayMaker Help / Re: Slow Down Rigidbody
« on: September 02, 2014, 04:28:06 AM »
Lets say you have walls on the borders and you want maximum force to be 5, set the force (Strength = 5 - (Distance between Ship and Wall)) ofcorse using variables and operators also set at everyframe, probably this way the closer you get to the wall the stronger the force will be. [Based on Lanes' Solution]

PlayMaker Help / Re: Constant Movement then Cancel it.
« on: September 02, 2014, 02:22:59 AM »

Maybe this would work:

Lets say you have a character you want to move left and right based on (A) Left, (D) Right, Keys.

In the "Moving Right" state you can add the action of your choice to simulate the character right, at the same add the (Get Key Down (A) Left) so as soon as it is pressed it sends an event to the "Moving Left" state while stopping the Action moving your character to the right, then do the opposite for the "Moving Left" State.

Edit: I just noticed that you use touch event, You can apply the same technique but insteadd apply touch events, If Touch.X is Greater than Character, send Moving Right, if Less than, Move left.

I have attached a rough image, hope this helps.

Keep in Mind that "Every Frame" is expensive to the CPU and only use it when there is no other way. Im no pro but these are my techniques.

PlayMaker Help / Re: Appearing & disappearing platforms.
« on: September 01, 2014, 01:34:28 PM »
You probably have the actual prefab in the Destroy Object section "Game Object", Create a Global Variable "GameObject" for example "Platform_Weak" and store the platform in that variable upon creation. When you destroy the object, specify game object and add the "Platform_Weak" Variable from the list, this should work.

PlayMaker Help / Through Ball Behaviour [SOLVED]
« on: September 01, 2014, 01:29:50 PM »

Brick Breaker game project in the process, I have a Thru Ball that goes through bricks and destroys them.


Normal Ball  - On Collision Enter (Works Well)
Through Ball - On Trigger Enter (Works Well by sending an event to Trigger Enable the Bricks as soon as I take the "Thru Ball" Power Up)


I am trying to implement a "Multiple Ball" Power Up, but the problem is if one of the 3 balls is a through ball, it sends the Trigger Enable event to all Bricks so now the normal ball also becomes a thru ball.

Basically, is there any "other" technique to let the ball go through the bricks? Basically like a piercing bullet.

Thank you

PlayMaker Help / Re: arraymaker / random position exclusion [Solved]
« on: August 30, 2014, 04:03:42 PM »
OK got it sorted out, been working on it for 3 days but as soon as I stated this topic i figured it out  :) Magical

I just used Shuffle Array-list items then start at Index 0 and add 1 to Int at every spawn.

PlayMaker Help / Re: Collision: How to detect collider position
« on: August 30, 2014, 02:28:26 PM »

Maybe this will help but in a  simpler form, in my breakout game i choose to control the ball left and right while hitting the battle by measuring the distance

On Collision Enter, get the distance between object and the X position of the paddle, if X is greater than 0 then its on the right side, and if Negative then its on the left side, i know this is simpler than what you need but might give you a hint.

PlayMaker Help / Arraymaker / Random position exclusion [SOLVED]
« on: August 30, 2014, 02:24:53 PM »

I need to place different blocks in 9 different random positions, using arraymaker, it is working except one issue i cannot resolve, sometimes the blocks are spawned on the same position and i would end up with a few of them overlapping, I cannot use the "Add 1" to int technique because it needs to be random. I basically need to exclude the Index int from being picked more than once during this spawn set.

Any advice on how to get this working would be much appreciated, thank you

PlayMaker Help / Random Object Generation / Position
« on: June 10, 2014, 03:08:40 PM »

Working on a Brick Breaker (Breakout) style game, I need to create a random amount of bricks between 5-10, every 12 seconds, which is fine, but how can I choose between ten positions randomly without choosing any more than once so I can avoid an overlap?

 I understand that using "Arraymaker" would get this task done as I have researched, but I am totally not able to start with it or know what to do, any guidance just to where to start from would be appreciated, a tutorial or a hint, I am doing well on Playmaker and got my game almost ready for the static levels. I need this random Action for the Endless type level.

Thank you

User Showcase / Re: Funny snake !
« on: June 02, 2014, 08:35:25 AM »
Pretty Cool, Pretty Pretty Cool, very cool, Nice work :)

Action Requests / Re: Destroy Objects by tag
« on: May 28, 2014, 02:37:33 AM »

I needed this action and it works exactly as expected, but one problem is when I build APK it doesnt seem to work on Android, is there a way around this or am I missing something? thank you

Share New Actions / Re: AdMob For PlayMaker - Generate Ad Revenue!
« on: May 28, 2014, 02:04:57 AM »

First, thanks for this convenient add-on, it works flawlessly, but I encountered a small problem during APK Build, Unity would only compile when I delete the "Show Leaderboard" Script, if the Leaderboard is present unity stops building APK at "Compiling Scripts"

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