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Messages - iEpic

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Share New Actions / Re: Steamworks.NET
« on: May 04, 2017, 02:58:41 PM »
It's working for INTs but I'm not sure how to upload it as a float or in a minute:seconds format.

Share New Actions / Re: Steamworks.NET
« on: May 04, 2017, 01:36:47 PM »
i got the achievements to work and I have it where it is saving scores to the leaderboard.

Does anyone know how to retrieve the leaderboard scores and display them?

I would pay good money for this.

Share New Actions / Re: Steamworks.NET
« on: April 09, 2017, 03:56:51 PM »
Nvm i found the actions.

Do I need to replace the steamwork.NET_Playmaker/Integration/SteamManager.cs file with the SteamManager.cs from the latest SDK?

When I imported the actions in my project, it said I had 2 SteamManager classes, so I'm not sure which one to keep.

Share New Actions / Re: Steamworks.NET
« on: April 07, 2017, 01:29:03 PM »
So are there no playmaker actions for Steam?

Would love some achievement and cloud saving actions

PlayMaker Help / UGui Input Field On Submit Event
« on: February 27, 2017, 04:51:56 PM »
This says it only fires when the user presses enter, and not if the field looses focus, but it's always sending the event if I click out of the box or click anywhere else.

I need to only send the even when they press enter, because it uploads a string to a SQL database and if they try to cancel it, it still sends the event when they get out of the field's focus.

Did you ever tweet about it??
I'll retweet it

I am indiegamerworld and epicgamerworld.
That is my twitter.

I finally finished making my asset store package for playmaker, and I thought I would share it here!

Check it out on the Asset Store!!/content/75341
Try A Playable Demo of the Asset here!

Advanced Health, Life, Continue, & Respawn Manager For PlayMaker.


Everything Commented With Descriptions

Advanced, Dynamic Death Menu

1 - Very easy integration with your current project.

2 - Makes designing levels extremely easy by dragging and dropping, and not worrying about anything.

3 - Advanced health, life, and continue managers linked together to perform advance options.
• You can decide to use only player health, health with lives, or health with lives & continues.

4 - Easily integrate with in app purchases to add lives or continues purchased.

5 - Advanced Saving Options:
• Saves the amount of lives and continues to the playerprefs.
• Each object you drag and drop in your scene will automatically generate a unique name with the current level name. This allows you to determine if the player can only get the pickup one play-through, or is able to get it every time the level is loaded.You can set this for each pickup item by simply selecting the option in the inspector.

6 - Advanced Health Options:
• Decide to use icons or numbers to display the amount of health remaining.
• Set how much damage a gameobject produces by changing the value in the inspector.

7 - Advanced Respawns:
• Respawns & checkpoints are linked to the life & continue managers.
• Allows the player to respawn at current checkpoint on death if lives are remaining.
• If no lives are remaining, give the player the option to use a continue to spawn at the current checkpoint.
• If no lives or continues remain, a different death menu will show, explaining that they must restart from the beginning of the level.
• You can decide to use/mix and match any feature mentioned above to suit your game.

8 - uGui Death Menu
• Re-designs itself depending on the amount of continues remaining.
• At death the player can choose to restart the level, or use a continue if no lives are remaining.

9 - uGui buttons added for easy testing

10 - You will learn some new skills, and it's fully commented for easy understanding and tweaking.


Share New Actions / Re: Play Random Audio From Array
« on: January 25, 2017, 03:28:22 PM »
i'm not finding it in the ecosystem and the link you gave is bad.

BTW I love how you named your audio array "daClips"

PlayMaker Help / Re: Using too many Bools???
« on: January 19, 2017, 08:57:19 AM »
like around 300

PlayMaker Help / Sending Global Event From 2D Raycast
« on: January 18, 2017, 01:51:34 PM »
Is there a way I can make this hit event send a global event instead of a local one??

PlayMaker Help / Using too many Bools???
« on: January 13, 2017, 12:47:45 PM »
Does using a lot of global bools and testing them every frame impact performance at all?

I spent a couple of months making a really awesome asset store package using playmaker and they just denied me because of the PlayMakerGlobals.unitypackage inside of my package.

This is what they said... "We ask that you remove the .unitypackage from the submission as these files obscure the content of the package. If the content is essential to the submission then extract it into the file structure."

I added PlayMakerGlobals.asset in my Plugins>PlayMaker>Resources folder, and it works correctly on new projects, but how can I import the global variables into a project that already contains previous global variables without adding the PlayMakerGlobals.unitypackage?? I don't want it to overwrite people's globals in their projects.

Thanks, and let me know because I'm kind of stuck right now and it will be greatly appreciated!

PlayMaker Help / Re: Importing Globals From Unity5 to Unity 4.6
« on: November 17, 2016, 08:54:32 AM »
I wanted it to work for people who haven't updated to Unity 5 yet.

I was working on a project for 2 years and tried to upgrade to Unity 5 a couple of times and it completely broke the 2d physics and everything, and was too much of a hassle so I just stuck with Unity 4. I only just recently last month took the time to upgrade it to Unity 5. I'm sure there are other people in the same situation, I just wanted my asset to work for them too.

I just submitted my package for review with Unity5.0.0f4

Should i also upload it with another version, or will that be ok?

PlayMaker Help / Re: Importing Globals From Unity5 to Unity 4.6
« on: November 16, 2016, 08:21:27 AM »
is 4.7 the lowest I can go, or can I do 4.6.3?

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