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Topics - marcos

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PlayMaker Help / ArrayMaker + Easy Save 2 Loading from Resources[SOLVED]
« on: November 27, 2013, 02:45:16 AM »

Using Easy Save 2 and the ArrayMaker actions, I've set up a system where I have an FSM that collects the objects that make up a level, puts them in arrays that record their tag, position and rotation, then saves out a .txt file with this information.

I've also managed to load this .txt file into arrays and repopulate an empty level with the saved arrangement of objects.

Now, what I'm stuck on is how to do the same sort of thing but instead of loading from an absolute path, loading from the Resources folder. I notice that the Easy Save 2 actions for loading have a checkbox for "Load From Resources" whereas the Array List Easy Load does not.

Is there a way to go about doing this? Or would it be possible to get this checkbox added to the Array List Easy Load action?

Many thanks in advance,

Work In Progress... / Parasol - A Mobile Puzzler
« on: November 24, 2013, 04:14:14 AM »

(Shameless cross-post from the Unity3D forums, but considering this is a playMaker game, I think it belongs here too!)

After spending about 6 months working on my solo project, I feel that it's finally at a point where I can start showing people.

Parasol, our hero, loves them apples. Unfortunately for him, he can't fly. So, it's up to you to guide him there, and simultaneously give him a 'crash course' in the finer points of flight.

To kick things off, here's an alpha gameplay video of one of the levels:

Controls are simple. Drag your finger, or use a twist gesture to rotate the level, tap the screen to make Parasol fall to a block. Currently if no block is below him, it prevents him from falling into the abyss.

Some stills of the art of the game:

Parasol, our protagonist.

Basic block.

Rickety block. You can only step on these once, after exiting a rickety block, it falls out of the level.

Switch block. Switches turn a group of blocks on or off.

A delicious apple. This is the goal of the level, guide Parasol here!

Star! If you get to the apple in the least number of drops possible, you will be awarded with this shiny thing!

Parasol is being programmed entirely with playMaker, and I'm also using a couple of plugins to make things easier here and there.

As for release platforms, I'm going to be targeting iOS devices first, then afterwards I'll be investigating Android.

Stay tuned!

- Mark

Action Requests / Set BlendShape weight from Float
« on: November 15, 2013, 02:30:23 AM »

Was wondering if anyone would be able to make an action to be able to set the BlendShape weights on a Skinned Mesh Renderer component from FSM float values, with the option for updating Every Frame.

I had a try using the Set Property action but it doesn't seem to be available that way.

Many thanks in advance,

Action Requests / Float: Find closest multiple of [SOLVED]
« on: April 09, 2013, 09:18:55 PM »

Wondering if it would be possible to have an action to test a float for the closest multiple of another float.
For example, you retrieve the Y rotation of a game object, then find the closest multiple of 90, you could tell it to look towards up down left or right, if that makes sense.

Many thanks in advance,

Action Requests / Arraymaker Arraylist export/dump to text file
« on: February 20, 2013, 12:39:35 AM »

Would it be possible to have an action that dumps the contents of an array into a (for example) line-separated text file? Would be great for level editors and whatnot.


Action Requests / Make string upper/lower case
« on: February 14, 2013, 06:13:31 AM »

Would be great to have an action to convert a string variable to be entirely upper case or lowercase.

Or alternatively, the Compare String action to be case insensitive. Though perhaps the former would appear cleaner.

Maybe there is already a way around this, fairly sleepy!

- Mark

Feature Requests / Expose variables to Playmaker GUI
« on: February 11, 2013, 10:25:05 PM »

Not sure if this has been suggested yet, but I was thinking it might be nice to be able to show variables in a similar way to the 'Show Active State Label' function works on the Playmaker GUI component.

Saves having to set up GUI text things to give feedback when testing locally on a device :)


Action Requests / FSM Float Add[SOLVED]
« on: January 19, 2013, 09:27:13 PM »

Does anyone have an FSM Float Add action lying around?

Having the ability to add to a float from another FSM would be great for something I'm working on at the moment.


Action Requests / Highlighting words over time
« on: January 17, 2013, 07:29:51 PM »

For a work project I need to be able to highlight pieces of text over time. So for example, a voice is reading a paragraph of text, as they read each word, the word should be highlighted, when the next word is read (and highlighted), the previous word goes back to being the original plain text formatting.

I suppose ideally this would be using GUI text in combination with some HTML formatting

Essentially what I'm after is an action that cleverly finds the next word in the string, and allows me to then use that variable to rebuild the string (I suppose).

It would make more sense to do things this way and just dictate when to move to the next word (using a float variable that changes based on the time it takes to say each word), rather than doing that in addition to writing out the entire string over and over again with the formatting in place.

Many thanks in advance,

PlayMaker Help / Multi-level Best Practices?[SOLVED]
« on: September 20, 2012, 09:16:04 AM »
I’ve finally found some time and motivation to get back into my game, so on that note I’ve a question regarding the next step of its development.

What is the best practice for automating the process of working across multiple levels or scenes?

In the future I will likely add other gameplay elements in the form of a new FSM on the Engine empty object. Is there a way I can update only one level’s Engine object and have it feed the new FSM to all of the other levels? I had a go with prefabs, but it seemed to lose a lot of the FSM Game Object connections and so on.



PlayMaker Help / 2D Platformers on Mobile
« on: May 17, 2012, 10:10:16 AM »

I wanted to set myself a mini-project for the afternoon, so I spent a bit of time just fiddling around with the CharacterMotor and PlatformInputController actions and scripts and managed to get a controller that felt pretty nice when playing on computer. I'm just wondering if anyone has managed to find a way to easily transfer these settings to an iOS control scheme?

I could get the left and right movement working easily enough with Jean's JoystickBridge action, though it felt a bit different. However, I couldn't find a way to get playMaker to tell my courageous capsule to jump around, as it seems jump is handled by Unity's native input manager.

It would be nice if there was a way we could seamlessly port such a controller to iOS, then again maybe there is and I'm just tired! So I guess what I'm asking is, is there?


1) What happened

On the first play through of a level my FSM works fine, however if I load the current level using Load Level Num, with both Additive and Dont Destroy On Load off, the Send Event action breaks when trying to send an event to another Game Object's FSM.

2) How can we reproduce it

I Think you'll just need to create two objects with an FSM on each, one that sends an event to the other. Then an FSM with Load Level Num that opens the current level. The action should send to the second object's FSM the first playthrough then not the second.

Action Requests / Loop function on Float Interpolate
« on: February 03, 2012, 07:43:54 PM »

Wondering if it would be possible for a loop function to be added to Float Interpolate?

I'm trying to achieve a scrolling texture effect for water, but when i go about looping the FSM containing the interpolation (using events) there is a slight stutter. I could use easeInOut as a work around to mask the stutter, but it would be nice to maintain a linear flow of the animation. I feel that a loop function, that sets the float back to the initial interpolation value might solve this.

(I suppose half of this thread belongs in the help section  :P)

PlayMaker Help / Playmaker controlled (pretty) UI text? [SOLVED]
« on: January 04, 2012, 06:55:11 AM »
Hey everyone,
I'm at the point in the development of my game where I'm investigating the best way to go about making the GUI. I intend to use a custom font with outlines and colour gradients etc for the player's current score. I've read about people using UIToolkit and also 2DToolkit, but being completely useless at coding I'm somewhat limited.

What is the best solution for this sort of thing that I can control with Playmaker?

Feature Requests / Social API - Gamecenter
« on: December 23, 2011, 09:26:43 AM »
This is massively premature given that the beta of 3.5 only just came out, but good grief would it be wicked-awesome to have Playmaker actions to interface with the Social API to add Gamecenter stuff to our games!

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