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Messages - markadet

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Share New Actions / Re: Steamworks.NET
« on: January 29, 2018, 05:58:51 AM »
I tested it, and it works! Thank you Jean!  :)

PS : all these actions are still pretty bad (for example when they ask for ID you won't have to use what is called "ID" on steam, but the "name"). I used hundreds of different Playmaker actions on this game, and the steamworks were the only bad one (broken / incomplete).

It will be enough for me to finish my current project though, so I'm happy, but if someone really want to make a lot of things with steamworks, using Playmaker only, it wont' be possible (in the current state of these actions).

Share New Actions / Re: Steamworks.NET
« on: January 28, 2018, 07:38:55 AM »
BUMP because it's the last thing I have to do on my game, and any help would be greatly appreciated.  :P

Share New Actions / Re: Steamworks.NET
« on: January 24, 2018, 05:14:58 PM »
I have the same problem than ManicMiner here:

I'm also using this set of actions, and I think I've found a fairly clear-cut problem with the "Steam Unlock Achievement" action.

I'm using it, and it DOES award the achievements.. however you only get notifications for it after you close the game.

The Steamworks.NET FAQ mentions this problem specifically, and says "This is most likely caused by not calling SteamAPI.RunCallbacks() in your game or not calling SteamUserStats.StoreStats() after you set an achievement."

He later said he fixed it here:

In the end we fixed it by just pasting "SteamUserStats.StoreStats();" into the unlock achievement action - I can't say I know enough coding to say if that's a GOOD solution or not, but it seems to be working so far?

How could I do that? I don't know the C# syntax enough to do this surely (and doing a lot of tests would be very long because it has to be tested as a build on Steam...)

FYI : here is the action:
Code: [Select]
// Created by Riley Labrecque for Digital Devolver and Terri Vellmann
// (c) 2014
using UnityEngine;
using Steamworks;

namespace HutongGames.PlayMaker.Actions
[Tooltip("Unlocks an Achievement by name.")]
public class SteamAchievementUnlock : FsmStateAction
[Tooltip("Achievement name.")]
public FsmString achievementId;

[Tooltip("Returns true on success, false on failure.")]
public FsmBool success;

public override void Reset()
achievementId = null;
success = null;

public override void OnEnter()
success.Value = SteamManager.StatsAndAchievements.UnlockAchievement(achievementId.Value);

PlayMaker Help / Re: Working With Exponents or cuberoot
« on: July 31, 2017, 03:51:25 PM »
It works! Thank you!  :)

(tested with FloatOperatorAdvanced)

PlayMaker Help / Re: Working With Exponents or cuberoot
« on: July 28, 2017, 09:22:29 AM »
Thank you for your help, there is no error message now. I can download & use the action.

But now i can test the action, I see it doesn't seem to manage exponents...  :-\

Do you know why Jean didn't add it in 2014? (forgotten or technical problems?) Or is there another solution?

I want to be able to use float variables with another variable as exponent... I already managed it with a loop, but I'll have to use it again, and it would be better to be done properlywith a single action, I think.

PlayMaker Help / Re: Working With Exponents or cuberoot
« on: July 27, 2017, 02:39:46 PM »
Thank you for your answer.

Yes. I just redownloaded it (after upgrading the ecosystem from 0.5.0 to 0.5.1) and I still have the same error message after Unity compiling.

Edit: and the precise version of unity I'm using is 5.4.0f3

PlayMaker Help / Re: Working With Exponents or cuberoot
« on: July 26, 2017, 10:47:01 PM »

The action "Float Operator Advanced" doesn't seem to work in unity >4 (my project is in 5.4) and the error is:

Assets/PlayMaker Custom Actions/Math/FloatOperatorAdvanced.cs(10,46): error CS0246: The type or namespace name `FsmStateActionAdvanced' could not be found. Are you missing a using directive or an assembly reference?

I need to use exponents based on variables. Is it easily fixable?
Thanks in advance

User Showcase / Re: Voxel Baller
« on: March 03, 2017, 09:29:46 AM »
Thank you! I really hope to have enough votes before the end of the world  ???

User Showcase / Voxel Baller
« on: March 03, 2017, 05:26:56 AM »
Hello! Voxel Baller, my project made with Playmaker is now on Steam Greenlight!

I hope you'll like it.  :D

You can help by voting if you have a Steam account.

PlayMaker Help / Re: dataMaker xml, overwriting values.
« on: January 02, 2017, 09:54:38 AM »
Is overwriting values in XML possible now? On trello it seems to be done ("write xml" done since 2014), but I can't find the action to do this.

Edit: To be more precise, I'd like to overwrite the innertext of a xml node at runtime.

PlayMaker Help / Camera window in 2D game
« on: June 07, 2016, 01:37:02 PM »

I'm trying to make a script for a camera in a 2D platformer game. My goal is to have something like this:

or this:

That way the camera doesn't always follow the player, it follows only if he goes near the border of the screen.

In order to do this, I made 4 box collider 2D, children of the camera, surrounding the player object (up, down, left, right). If the player enters one of the box collider (right or left), it enters a state where it detects if the key to this direction is pressed. If yes, il locks the camera on player (setting it as child) ; when the input is released, it is detached.

This works, but only for left and right, and only if the move comes from input... So it doesn't really work. To fix this, I'm thinking of replacing the input detection by a detection of the player object's position every 0.1 when it's inside the box collider (for example), to see if it's moving (with a comparison of its current position with the position it had 0.1 sec before). Is this the good way? If not, how would you do something like this?


Pre-release Discussion / Re: Unity 5.4 beta PlayMaker errors
« on: May 23, 2016, 07:19:42 AM »
Thank you for your answer. Great new!

Pre-release Discussion / Re: Unity 5.4 beta PlayMaker errors
« on: May 18, 2016, 02:16:33 AM »
Hello, I have the same problem ("SetLogCallbackDefined is not allowed to be called during serialization, call it from OnEnable instead. Called from ScriptableObject 'FsmEditorWindow'."), with Unity 5.4.0b17 and Playmaker 1.8.0.f43.

I deleted Assets\PlayMaker\Editor\PlayMakerDefines.cs. but the error is still there.

I can play the project in editor, but I can't make a build. Is there a solution?

PlayMaker Help / Re: Performance question
« on: April 29, 2016, 08:55:23 AM »
Thank you very much!  :)

I'll try to do as you say.

PlayMaker Help / Performance question
« on: April 28, 2016, 05:20:17 PM »

I'm doing a 2D platformer with quite big levels, with more than 100 enemies in the scene. A lot of these enemies have multiple boxcolliders 2D to detect the ground & various event.

I did a gif showing these colliders a few days ago, here it is, for illustration purpose :) :

To improve performance, I made a FSM on enemy object doing a Get Distance action, every frame. If the player is near, it activates the other FSM, the children detection objects, etc. Before that, the enemy object is not active. So when the level is played, 90% of the enemies a just doing GetDistance on the player object & wait to be active.

It works (still a little work to do on this), the performance have improved. But is it the good way to do? Considering this FSM will be used by nearly every object in the game, should I do another action costing less, or even use Get Distance, but not every frame?

I'd really like to hear what you think of this. Thank you!

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