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Messages - marcos

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46
General Discussion / Re: Interested in getting Playmaker
« on: November 11, 2014, 11:39:56 PM »
Hey, welcome!

You can certainly do all of that. Unity 5 compatibility is just around the corner, but the current version works with the new UI stuff in Unity 4.6.

I've been playing around making a 2d fighting game with PlayMaker, and it seems very doable.

It's very rough, and I haven't spent much time on it, but here's a link to that thread:

http://hutonggames.com/playmakerforum/index.php?topic=8428.0

47
Share New Actions / Re: UnityAds
« on: November 11, 2014, 11:32:55 PM »
Done some testing with them. The pause engine while running option sometimes stalled my game when I showed an advertisement after application load. Seemed to work fine aside from that. I've just disabled the option for now, everything is working swimmingly. :)

Thanks again!


48
Share New Actions / Re: UnityAds
« on: November 07, 2014, 06:32:05 AM »
Awesome! I'll likely give these a whirl on the weekend.
Thank you :)

49
Work In Progress... / Re: Match 3 Prototype
« on: October 19, 2014, 05:54:23 AM »
Cheers! It's getting there. I feel like it needs a little bit more of a fun factor, so I'm sort of letting my brain figure that one out whilst i work on other things :)

50
iOS Help / Re: IOS Native InApp Purchasing with Playmaker
« on: October 11, 2014, 06:47:41 AM »
Thanks, Stan.

Any plans on doing an Android guide too?

51
Work In Progress... / Re: Match 3 Prototype
« on: October 09, 2014, 07:04:17 AM »
Little update:


Still no real graphics in game, but I put in the danger that you need to manage whilst aiming for the highest score.

Basically you attack for 7 turns (links), then the enemy has a chance to attack you for a few turns. If you defeat the enemy (no animation or anything yet), your turns are refreshed.

The gems do the following:

Red - Charge up your power
Green - Charge your block
Blue - Punch the enemy
Black - Fireball the enemy for unblockable damage.
Yellow - Coins, do nothing right now

When you attack, your power goes down, and the enemy block is removed. When you fireball, your power is removed after being used.

Might be a bit esoteric to everyone except me at the moment, but that's where I'm at.

I'm also thinking about adding another gameplay element, just to add a bit more interest, not necessarily a complex strategic thing though. It might end up just being something that modifies the gems or converts some to one type. Not sure yet!

Mark

52
General Discussion / Re: Playmaker 1.8 Relese Date
« on: October 06, 2014, 09:11:18 PM »
Hi

 ArrayMaker does work as is already for a pooling system, what do you expect from 1.8 to change in that regards?

 1.8 will have a new variable type "FsmArray", so essentially you will not need ArrayMaker anymore for listing things.

 Bye,

 Jean

Jean,

Will it be much of a process porting things from 1.7 Arraymaker to the new FsmArray system?

Also, is the functionality pretty much the same?

Mark

53
General Discussion / Re: Cheetah3D vs Blender
« on: October 06, 2014, 09:09:05 PM »
I can't speak to Cheetah 3D, never used it. But I will say that when I'm at work using 3DS Max for modeling, I often wish that I was using Blender instead.

54
Work In Progress... / Re: Match 3 Prototype
« on: September 28, 2014, 12:07:18 AM »
Cool gameplay dude!
When the game end? In for Android/IOS as well?

Cheers!

The 'gems' are going to make your character perform different actions. Basically it'll be about getting the highest score possible before you die. A sort of strategic match 3.

Yeah, this will be for both platforms!



Also, this happened:



Easiest fix would be to make it so that you only need to match 2 gems to make a link, but that might be too easy.

I could also do some kind of crazy checking system that cycles through all of the gems and checks if there are possible links. If it finds a match of 3 it stops the check, and if it doesn't it refreshes the gems. I'd need a lot of coffee for that, though.

55
Work In Progress... / Re: Fighter Prototype
« on: September 27, 2014, 11:32:48 PM »
Well the question there would be- do you want the game to literally slow down when you're lagging? It sounds like Unity is skipping time ahead for the dropped frames, which is what the FixedTimestep is for.

If you go to Edit>Project Settings>Time settings- you'll see FixedTimestep = 0.02. This means you get a physics update 50 times per second.

Below that you see the Maximum Allowed Timestep = 0.3333. This setting allows Unity to skip time ahead a maximum of 0.33, before it decides to just slow down time and wait.

If you lower the Maximum Allowed Timestep to 0.02, same as your regular timestep, you'll never skip a frame. However, the simulation will slow down, which is shitty on old devices, because it's like they'll be playing in bullet time all day.  :o

Oh wow, thank you! You've just earned yourself a credit. :)

So basically it's a matter of finding a sweet spot between lagging so hard they go into orbit, and playing in slow motion? haha

56
Work In Progress... / Re: Fighter Prototype
« on: September 27, 2014, 12:58:34 AM »
Looking pretty good with single frame animations, looks promising!

Cheers! I need to make sure I do the attacks in a clever and modular way, so that designing characters is a very straightforward process.

:O

:D

Wow, this looks cool. I like your other prototypes too. Had any progress on Sine Runner?

Thanks! I need to figure out how to stop physics from updating during dropped frames in Sine Runner. It was causing the player to launch wayyyyyy beyond what they should be able to jump, and when it's all about precision platforming, not really fantastic.

Ideally no frames will drop in the final build, but if a phone starts to lag (my 4S is starting to die, for example), then it makes it really erratic to play.
If anyone knows how to prevent 2d physics from updating when it lags, or changing when the updates happen using Playmaker. I'd love to know!

57
Work In Progress... / Re: The Gun Store
« on: September 25, 2014, 09:51:41 PM »
It looks cool, man!

You clearly know what you're doing with blocking the level out.

Keen to see more. :)

58
Work In Progress... / Re: Fighter Prototype
« on: September 24, 2014, 09:39:05 PM »
My understanding of fighters is that attacks basically have 3 parts:

- Startup, the attack beginning.
- Active, when the attack can actually hit.
- Recovery, attack can no longer hit, and you can't perform another action yet.

Right now the way I'm thinking about doing it is having generous 2D colliders on the bones themselves, and then testing for collisions during the active part of the attack.

Here's a video of some basic one frame animations, and then with the colliders shown. They don't do anything yet, obviously.


59
Work In Progress... / Fighter Prototype
« on: September 23, 2014, 03:37:50 AM »
Hey,

Made a little fighter prototype movement system over the weekend:


Features so far:
- Basic Movement (left and right)
- Dashes
- Jumping (UL, U, UR), a few prejump frames before you take off.
- Detecting which direction you're facing
- Crouching is registered but there's no animation just yet.
- Blocking by holding away, or down+away is registered correctly, but no animation or attacks to block yet.
- You can change your colour by inputting D,DF,F, LP.
- Screen boundaries prevent you from walking to the other end of the stage.

I'm still adjusting the feel of everything so it plays nice and solid.

Need to address how cross-ups feel. I made it so that a jumping player doesn't collide with a standing one, and then rechecks the collisions upon landing on the ground again, but ideally it should push the standing player away. The problem is that when I don't play with collision layers you can just land on the other player's head and stay there.

I think the next step is a character to implement basic attacks, which should be a fun challenge.

(I'm starting to think I should make a prototype thread for all of these little projects.)

Mark

60
Work In Progress... / Re: Grid-based path movement
« on: September 17, 2014, 07:38:28 AM »
Pretty much.

Just gets the X and Z of the underlying tiled cubes and adds a control point to a curvy spline. :)

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