JamesXXXYZ's Recent Forum Activity

  • SamRock

    Playercharacter and vehicles only strafe? Enemies follow path? Check out my YouTube channel for isometric examples.

  • truefalcon You mean hire programmers? You don't need. I bought playmaker, a.i. for mechanics. Maybe i buy uscript or behaviour machine indie/pro.

  • zenox98

    You work for scirra?

  • Spriter's Kickstarter Campaign! (7:55 min)

    https://m.youtube.com/watch?v=MPVR41j9LXE

    Freeform image deformation, Skinning and Procedual animation are already integrated?

  • Malak

    Right arm should not follow mouse 360° only a range. Runcycle looks great and is sync to the ground. You used inverse kinematik?

  • Families required personal or business edition.

    Cool you wanna do something with shadows on the ground.

  • You mean have frustration?

    Your double jump is too high and go too far. No brake on the platform.

  • On condition (key pressed) restart layout and reset global variables should work. I don't know which tutorial.

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  • glerikud rexrainbow jayderyu Nesteris jojoe

    I'm confused which is the best combination or stand-alone solution (Behaviour Machine Indie/pro?)

    http://forum.unity3d.com/threads/playma ... pt.105875/

    playmaker & uscript

    Uscript:

    If you wish, you can combine both tools just fine-- in fact I think they work very well together!

    Playmaker:

    Also, bear in mind, with the 1.2 update, PlayMaker now has generic Get/Set Property Actions that let you interface with Unity components without writing custom actions.

    And I'll also be spending some time with uScript to see how to maximize PlayMaker + uScript (e.g., making PlayMaker actions with uScript). That could also be a killer combo!

    Dreamora:

    The difference is that uScript is a visual scripter for "general purpose code", so you can do basically everything but you are also responsible for managing it meaningfully.

    PlayMaker on the other end is no visual scripter in the same sense, its a Finite State Machine Editor. That has its benefits and cons, but especially if you are no savy programmer this is a major benefit as it ensures that you think about stuff in a clean way.

    uScript / Universe both don't lend a hend to prevent beginners from creating spaghetti code in graphs - which out of my view and experience means that you create even worse code than in text as a graph takes several times longer to be understood especially if it missbehaves.

    So combining the two and making best use of them where they really shine is likely the best thing you can do

    ...

    uScript is a visual scripter -> replaces writing text by placing the more or less same stuff in nodes

    PlayMaker is an FSM editor -> you define states, define what happens when a state is entered, what happens upon exit of a state and upon transition and basing on whta such transitions happens

    Thats the difference

    anything beyond requires that you read up on the two things and what a Finite State Machine is

    ...

    Conversion to uScript would be relatively easy depending on what it does (anything thats very set enumeration / loop heavy can be hairy to deadly), but conversion to PlayMaker is basically impossible unless you had clean, state based code right from the start.

    Its out of my view impossible that you can track down errors in logic faster with any form of visual scripting than you can with debugging gives gives you clear insight. As uScript at the time lacks a visual debugger, I would have to point you to Antares Universe if you want to stand a chance to even identify errors in logic, uScript requires that you are able to pull of educated guesses to godlike guesses to find such errors or that you annoy yourself to hell by using the comment functions which let nodes that are activated fire off a text (thats as bad debugging wise as debugging was in unity 2.x prior the mono debugger support)

    There is one exception to this 'impossible': If you have a heavily state based environment, then PlayMaker will definitely allow you to find state transition problems and state mixup problems significantly faster than code level debugging as you aren't flooded with a lot of info you didn't want and didn't need

    ...

    They generate functionality, they have nothing to do with "gaming tools" nor would I define them as RAD tools as they aren't limited in any such way, they can do what you feed them with through adding custom functionality.

    Also PlayMaker is no "YES/No" way thing but a state machine. State machines have nothing to do with yes / no or even branching as such. If you search for an analogy think of a DVD player thats in fast forward, rewind, stop, pause or play state, that for example would be a state machine. Games to a very large degree are state machines so its very well suited for this usage. There are only a handfull of areas where it can't be used and where you would need to use independent code or uScript, but half those areas also required that you are an advanced programmer with experience or interest to learn about the field indepth.

    For Unity:

    Playmaker

    Uscript

    AI For Mecanim

    Behaviour Machine Indie/pro

    Behave 2 for unity

    Node Canvas

    uFrame Game Framework

    Antares Universe

    Some of theme are now on sale.

    What can Ashley use from these for C3?

  • I reached level 3 with your methode. For me it is like cleaning my display

    Your game is too difficult.

  • Are you joking? I should collect all these coins? I like the splatter effect.

  • Advertisment "x" touchcontrol didn't work. Your APP didn't react.

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JamesXXXYZ

Member since 24 Nov, 2014

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