magique
Full Member
 
Posts: 194
Posts: 194
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Post by magique on Mar 17, 2016 16:15:59 GMT
Thanks. I went ahead and made them always sequential for my project and it's working as I wanted it.
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Post by DarkTonic Dev on Mar 17, 2016 17:01:53 GMT
Not a problem!
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Apr 19, 2016 8:50:22 GMT
Adding multiple death prefabs would be great. For example, destroyed enemy spawns explosion, powerup and debris.
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Post by DarkTonic Dev on Apr 19, 2016 15:30:09 GMT
Adding multiple death prefabs would be great. For example, destroyed enemy spawns explosion, powerup and debris. This can be done a couple ways. 1) Use a Prefab Pool. 2) Spawn something that spawns other prefabs as well.
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Apr 22, 2016 7:54:58 GMT
As you would say, sounds good 
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Post by DarkTonic Dev on Apr 22, 2016 15:49:34 GMT
Cool, carry on!
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Sept 5, 2016 19:28:57 GMT
Hi, is there any chance of putting float variables for hit/attack points?
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Post by DarkTonic Dev on Sept 5, 2016 22:19:51 GMT
Hi, is there any chance of putting float variables for hit/attack points? No, that would break everyone. If you code, you could change it if it was just for display purposes.
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Sept 6, 2016 8:18:42 GMT
Ok, not a big deal, just asking. I'll just add two more zeros to integers for better precision 
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Post by DarkTonic Dev on Sept 6, 2016 15:59:40 GMT
Cool then.
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dr01d
New Member
Posts: 5
Posts: 5
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Post by dr01d on Sept 9, 2016 14:16:51 GMT
Hi,
Had this and master audio for some time now but only started getting really into it recently.
As a designer I've probably spent way too much time trying to get a few things working. Maybe some more helper scripts for the non-developer folk like me.
- Examples/tutorial showing games states in action (gameover WIN/LOSE). - Examples/tutorial showing how to set up pickups, and how to modify standard/custom world variables. - I am still not clear on how to hook into listeners so maybe more help on them. - maybe an alternate wave/level organiser (node based?).
I'll probably get more ideas once I get into it more and introduce master audio too.
Awesome asset, thanks.
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Post by DarkTonic Dev on Sept 9, 2016 15:56:05 GMT
Hi, Had this and master audio for some time now but only started getting really into it recently. As a designer I've probably spent way too much time trying to get a few things working. Maybe some more helper scripts for the non-developer folk like me. - Examples/tutorial showing games states in action (gameover WIN/LOSE). - Examples/tutorial showing how to set up pickups, and how to modify standard/custom world variables. - I am still not clear on how to hook into listeners so maybe more help on them. - maybe an alternate wave/level organiser (node based?). I'll probably get more ideas once I get into it more and introduce master audio too. Awesome asset, thanks. I'll add the first one to the roadmap. And the 2nd. Unless you use the Playmaker listeners, listeners require coding so if you are not a coder I'm not sure these can help you anyway? All you do is: 1) create a subclass of the appropriate listener class. 2) add code to whichever methods you want something to happen. 3) add your listener script to a game object. If it's on the same game object as what it's listening to then you're done. If not, you need to drag the game object with the listener into the Listener field on the thing you're listening to. I have actually added "node-based anything" to the anti-roadmap. We're never going to do that. You can already skip certain waves based with "wave skip criteria" so I'm not sure what you are feeling is missing with the way we do it now?
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dr01d
New Member
Posts: 5
Posts: 5
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Post by dr01d on Sept 10, 2016 6:33:29 GMT
Hi,
Great, I would hope to have these things sorted before you get to these, but I am sure others would benefit from them down the track. I am getting into a bit of coding so some of the more complex things take longer for me to figure out. But as you say examples are good to study and learn from, so some more examples and maybe blank templates would help.
Sorry just went back and noticed the anti-node statement. I have not had issues with how the current wave/level building works, but I was wondering how the interface would handle managing 100 or so waves/levels. I guess I was thinking visual matrix/grid with a music tracker/sequencer style interface - as opposed to nodes. Mainly the base waves as channels and can toggled on the grid with modifier controls to tweak the wave setting for each instance?? Think FL studio or logic pro. Would be a fair undertaking I would imagine, just an idea..
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Post by DarkTonic Dev on Sept 10, 2016 17:48:19 GMT
The interface will handle it fine, although it will probably be a little slow to use (as with all large Inspectors).
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Sept 13, 2016 13:51:45 GMT
Hi,
is it maybe possible to insert spawn (since there's only despawn) world variable modifier in the killable interface? I know it can be done via scripting by making a sub class of killable listener, but this would make it really handy. Or there's another way i'm not aware of?
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