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Topics - marcos

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31
PlayMaker Help / New Unity and iTween actions
« on: November 02, 2011, 04:51:19 AM »
Just wondering if anyone is having any trouble with MoveBy and MoveAdd actions after updating to the latest Unity?

I keep getting null reference exceptions, I feel like I've set everything up fine, I'm going to keep looking though

32
User Showcase / iPhone Puzzle Game WIP
« on: October 07, 2011, 08:53:18 AM »
Hey!
Here's something I've been working on casually, you PlayMakers get to see it before everyone else. Zero coding, everything is either PlayMaker or standard scripts that come with Unity. Everything is a bit rough around the edges at the moment. The character is a placeholder, just wanted something that moved so I could slap in the animation FSM now, so thank you generic blob.



Hopefully I can see this project through and achieve a new years resolution of releasing my first iPhone title :)

33
Hey,
I've run into a problem (or possible bug) with the Get Controller Collision Flags action.
Basically I'm creating an AI behaviour so that when a character hits a wall it turns around and walks the other way. When I have this action on an engine object, it works perfectly, the collision flag for sides reads True when it hits a wall, and I have the character walking the other way without any issue. However, when I try to add the same FSM to the character object itself (so that I can use the character as a prefab), and detect collisions with UseOwner, it stops functioning, the collision flag for sides never changes to True, even when it most definitely is hitting a wall.

Would love some assistance on this as it's pretty much a core mechanic of my current project.

34
PlayMaker Bug Reporting / Screen to World Point problem?
« on: August 30, 2011, 07:24:23 AM »
Granted it's probably me that's the problem, but it seems that though the 'Every Frame' box is ticked, only the screen data being inputted is being updated, the world data that is outputted gets updated once and then stops doing anything.

Trying to get an object to move up and down on its Y axis with my device touches.

35
PlayMaker Help / Manipulating multiple objects at once
« on: August 05, 2011, 04:04:12 AM »
Hey,
Currently sending an iTweenRotateAdd action to a raycast-selected object. Just wondering if it's possible to do the same thing but send it to a series of objects, without having to put an FSM on each of them to receive a broadcasted event?

Also, just skimming over the Roadmap on the manual, what are Object Pool actions going to do?

Cheers!

36
PlayMaker Help / iOS Touch to Orbit Camera
« on: June 29, 2011, 03:22:15 AM »
Hey,

Just wondering how I would go about making a system that does the following two things:
Firstly, orbits the camera around an object based on touch input, both vertically and horizontally. Touching the screen and sliding horizontally orbits the camera horizontally, and vertically orbits vertically. Just a touch based mouse orbit sort of setup.
Secondly, when the touch is released, smoothly move back to the original camera position.

Many thanks in advance.

37
PlayMaker Bug Reporting / Set FSM Game Object - Missing UseOwner?
« on: May 28, 2011, 06:57:01 AM »
I'm trying to use the Set Fsm Game Object action to set a GameObject value in another FSM as the object sending the action. Seems like it would make sense for there be an option for UseOwner in the Set Value command.

38
Hello everyone,
I'm working on a grid based movement system for a game.
Currently I'm using iTween actions (moveBy) to move the character left,right, forward and back. This may become a problem later on as I wish to have pushable blocks, but we'll cross that bridge when we reach it.

I currently have two problems that I'm a bit stumped by:

a) using the iTween actions seems to ignore colliders, so tiles that are raised up as walls do absolutely nothing to stop the player from moving inside of them.
b) due to the 3d nature of the game, and level designs, it is possible for the character to step off of the platforms (which is intended) and land on another tile off-center (which is not intended). Ideally the player should always sit in the center of the tile that it is standing on.

So I guess in a roundabout way I'm asking what would be the best system for this sort of 3d grid-based movement, or how I could specifically address these two problems.

I haven't the foggiest idea how to tackle a). I thought maybe of having 4 colliders on each polar direction, and if a collider was overlapping a wall disallowing movement in that direction.
For b) I was thinking about raycasting below the player after an event that would set the character off-center, testing for the platform below the player, comparing the X/Z of the player and the platform and then transitioning the player to the platform's X/Z.

Any help would be much appreciated, I shall keep trial and erroring in the meantime.
Thanks in advance.

39
Feature Requests / Collider "is Trigger" toggle[SOLVED]
« on: May 06, 2011, 07:30:09 AM »
Would being able to manipulate whether or not an object's collider is a trigger be possible in the future?
Or is there are way you could do this now? Other than using two different objects and replacing the trigger object with the non trigger?

40
PlayMaker Help / Move objects on screen axes
« on: April 12, 2011, 08:13:05 AM »
Hey everyone,
Just wondering how I would go about accomplishing the following:

I want to make an object move on the screen's current x and y axes with the mouse (or iOS touch) when the mouse clicks and drags (or touches and swipes).
So for example if the camera were perfectly front on, it would move on the world x and y axes, if the camera were pointing perfectly from the side it would be y and z; and if the camera were from an angle it would be a mixture of all three, but remaining 'flat' (as it were) with the screen's point of view.

Please let me know if what I just wrote made no sense at all and I'll try to clarify,
many thanks in advance.

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