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Messages - nemirc

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PlayMaker Help / Is it possible to compile for Windows Universal Platform?
« on: November 07, 2018, 08:33:17 PM »
Hello all.
I am trying to port one of my games for the Xbox using the WUP, but for some reason I am having trouble with it. The game runs just fine in the editor, and I've already ported it to windows, mac, playstation 4 and playstation vita, but I am not able to do the WUP thing since I get a bunch of errors that say something along the lines of "assembly reference not found", which I recognize when the plugin is not configured to work on a specific platform.

I have already selected WUP as platform for the plugin, but it still doesn't work.

Has anyone here exported to WUP in the past?

I was trying a third person controller I'd made on a new project using Playmaker, but the character would not face the direction it was walking. After spending way too much time trying to fix it, I noticed the new "smooth look at direction" has a finish event. I can see that can be useful sometimes, but why not just add another action instead of completely replacing the current action? I had to replace that script with an older version of the "smooth look at direction" script from another project.

Hello all,

I just wanted to share our new project with you. The Nightmare from Outspace is a lovecraftian (cosmic) horror, but it uses gameplay elements of exploration and platforming.

AAAAND around 80% of what you see there was completely done with PlayMaker. To be precise, the entire platforming character controller (including animation management using mecanim), doors and animated objects, scripted sequences and interactive elements are all powered by PlayMaker. Basically the only things that are not handled with PlayMaker are the UI and asset streaming/unloading scenarios.

TBH I'm very pleased to see we could do almost anything just with PlayMaker, and my workmates, who didn't really believe in the product, are now very "now we know we can do pretty an entire game just with PlayMaker."

Here's the link:

We believe the project is interesting because, even if it's a cosmic horror game, it will not rely on the usual gameplay mechanics (run, walk, interact) because we want it to have a gameplay that is more similar to "metroidvania" games, where you slowly unlock the entire world, and Tomb Raider games, where you do all sorts of jumps and stuff.

I hope you find the game interesting. If you have questions, comments, let me know. Also, please share the link with everyone you know, since we've had a very slow start :-/

Greetings from El Salvador

PlayMaker Help / Re: How to Share Playmaker Projects
« on: April 01, 2015, 09:27:48 PM »
Hi, another question. What if I wanted to distribute my project in the Asset Store? I can't find a link to the Preview version anywhere, so I don't know if I should distribute the Preview version with my project and make it clear they can only modify my project if they have the full version of PM, or flat out making it available just to PM owners?

PlayMaker Help / Re: How to Share Playmaker Projects
« on: March 31, 2015, 08:39:24 PM »
Hello, I was going to start a thread to ask this question but I decided to reply here in case anyone else has the same question.

If I want to share my playmaker controller with other people (who don't have playmaker), I need to include ONLY my stuff or should I also include the playmaker folder (in "assets") BUT exclude the playmaker dlls and the versions (as explained on the original thread), but I should also include the preview version so those who don't have playmaker can still use the FSM?

I just want to make sure I export what I'm supposed to export, but don't include what I'm not supposed to include.

PlayMaker Help / Re: trying wall jumping but having problems
« on: November 20, 2014, 08:18:17 AM »
I somewhat tried that but it seems having a Controller component and a Rigid Body component causes some problems. Right now I've scrapped everything and began to make a new controller using exclusively a rigid body, but I'm having a problem where sometimes my character falls veeeeeeeeeeeeeeeeeeeeeeeeery slooooooooooowly. For example, if I just use an impulse upwards to jump, everything works fine, but if I get into the climbing state and then press the "drop" button to switch to my walking state, it falls extremely slowly (I turn off gravity to make the character "stick" to the wall without falling, and then turn it back on when it "drops").

Is it possible to just use a "hybrid" so I can use rigid bodies for some things and the controller for others, and swap between the two?

PlayMaker Help / trying wall jumping but having problems
« on: November 19, 2014, 10:14:29 AM »
Hello all, I'm trying to set up a wall jumping, after my character is on a "climbing state." My problem is somewhat weird so it's better if I show it to you;

It'd seem my character is being "pulled" to the position where it was before it jumped to the wall as soon as it leaves the "walljumping" state.

I am using a cylinder with a character controller component attached to it, so I can use the "controller simple move" to move it. For the jumping I use a translate action on Y with an animated float, and a controller simple move on top of those so it keeps on moving (if I just use the translate on Y, the character will stop moving, jump, and then continue moving).
For the wall climbing I'm using a simple translate action using the horizontal and vertical inputs to move it on its local axes X and Y.
Then the wall jump is a simple translate using Y and -Z on its local axes, so it jumps "up and backwards." I set a delay so it moves a little in the jump direction before going back to walk.

Any ideas?

PlayMaker Help / Problems figuring out "get controller hit info"
« on: November 10, 2014, 05:52:49 PM »
Hello all. I've been using PlayMaker for a couple of weeks and this is my first post here  8)

I am working on a small exercise where I try to make my character face a wall after it collides with it, and I saw the "get controller hit info" action has a normal so I thought it would help.

Basically my idea is this. I want to make a "wall climbing state," and when the character hits the wall I want to change its orientation so it faces the wall regardless of the direction it came from. I want to get the surface normal so I can use it to make my character face the wall so when it climbs it looks like it's actually looking at the wall, not floating across it (climbing up while looking at the exact opposite direction, for example).

So, I set the "get controller hit info" but I can't seem to get it work. I can trigger the event transition fine, and it shows that my wall is the object my character collided with, but the "normal" is set to 0,0,0, and a fraction of a second after the FINISH transition is set so I'm sent back to the default walking state and the ground plane is shown as the collider (the ground has no rigid body anything, and it's not even using the collision tag defined in the GCHI action), and my normal is set to 0,1,0 (vector pointing upwards).

I don't know if there's something wrong with my setup, or if I should use a completely different setup for this. Maybe using a constant raycast between my character and climbable walls?


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