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Author Topic: Playmaker 2.0 concerns  (Read 4811 times)

fatihkran

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Re: Playmaker 2.0 concerns
« Reply #45 on: November 23, 2020, 08:23:38 AM »
Subscription = no
Pay to upgrade = yes
Upgrade free = yes

+1

Broken Stylus

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Re: Playmaker 2.0 concerns
« Reply #46 on: November 23, 2020, 06:13:41 PM »
On the other hand, wanting property for a plugin that cannot exist outside of a tool that's on a subscription model might seem slightly absurd.

Broken Stylus

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Re: Playmaker 2.0 concerns
« Reply #47 on: January 01, 2021, 07:12:16 AM »
I've read this blogpost and I saw some requests in it that might be worth considering.

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Fortunately, I was using Rider, and it has an incredible decompiler. It took some poking around and trial and error, but I managed to build a little wizard that would spit out FSMs based on a template, which sped up their process a lot. Obviously using private external APIs is not super safe, so my second wish for Hutong would be that they provided a public API for assembling FSMs and states via code for automation tasks – with that, we could have something that would parse a marked up text and generate the first pass on an FSM, having the best of both worlds.

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Selecting a tool that will be an integral part of development is a always a bit of a leap of faith. Even though it doesn’t come without it’s problems, Playmaker has allowed me multiple times to enable designers and focus on shipping games instead of maintenance of non-game-specific code. It’s also important to notice that it is a tool that serves a specific purpose: it’s a state-machine based visual scripting editor made to be self contained, and that’s what you’ll get, so you should only use it if that’s what you need; it’s not a behaviour tree system, it’s not engineered towards working with external dependencies, there’s no API for building state machines via code.