thanks for the tutorial, my player moves, jumps and attacks much nicer than what i got by following another tutorial series. the only issue i have is that the particle trails dont do anything, but the best do is make it look like glowing steam is coming off the sword
@@RomiFauzi ok, changing the main particle Simulation Space back to Local seems to fix it for me, i now have trails on my sword :D thank you once again
Mantahaaap. Di channel ini Playmaker dan Bolt akur :). It would be so lovely if Bang Romi can show how to develop this with Bolt. Every tutorial with both tools. Jempol empat!
@@RomiFauzi Mantap, sebagai Akamsi, I'm proud that you're part of the team behind the critically acclaimed NIKE hybrid-tech campaign. Wish your milkishgames and Unit 9 huge success.
@@RomiFauzi I'll be waiting eagerly for that day! By the way I am wondering why most your courses are done with C# and not just Playmaker, I guess many things are way easier to code than with FSMS right?
I would not say easier, it depends on the user, but I've been programming a lot more in my work and projects, and yes a lot of things are more easier and faster with C#. I've covered a lot Playmaker tutorials in my channel, because I started using Unity with playmaker, before I touched C#. And a lot of my subscriber are playmaker users, although time to time, I also did C# and bolt tutorials.
say, how would you go about creating an ingame menu, that you can control with the keyboard and not just the mouse? the way i did it was state based and looks like it gets pretty complicated, the more options you have to select.
Unity provide a way to do this using navigation, it can be set automatically or manually to the neighbouring UI element, please check this: docs.unity3d.com/2020.1/Documentation/Manual/script-SelectableNavigation.html
You can create a bool, that tracks the jump state in animator, and when attack is triggered, check for this bool, if its false, play normal sword attack animation, and if its true, then play the kicks or punches animation.
You can another attack animation, set up the trigger accordingly (following the previous attack animation convention), and then add new state for the next combo move, and setup the transition accordingly, similarly to how the previous combo is wired.
@@RomiFauzi Let me get this straight I should continue it from just where I stopped? Meaning I get to put the get button down back?? Cos I'm kinda confused Sorry for disturbing too And thank you also
@@victoraghogho6435 Yes, I think it is quite clear how the animation and the fsm are setup for the attack combo in this video, you can continue add those two (new animation, and another fsm state to trigger it) by simply how it was done for the previous combo.
Yeah, it should work also, just use punch animation, and put the trail game object on the wrist/hand bone as the child, and enable disable it according to the animation timing, this should do the trick.
You will need to prepare sword holster animation, and change the sword parent upon playing the animation, perhaps using animation event to trigger the parent changing mechanism. You can google "Unity Animation Event", it is a way to trigger script, or FSM state transition via animation.
I hope you continue making playmaker tutorials like this. you're really helpful.
Thanks a lot, just started my project with Playmaker, and this was really really helpful
you can continue with these tutorials they help me a lot
thanks for the tutorial, my player moves, jumps and attacks much nicer than what i got by following another tutorial series. the only issue i have is that the particle trails dont do anything, but the best do is make it look like glowing steam is coming off the sword
You're most welcome! regarding the particle trails, have you set the "simulation space" to world in the main or trails section?
@@RomiFauzi i set it both in the main section and on the trails section too. it is doing some kind of effect, but it does not look like any trails
@@RomiFauzi ok, changing the main particle Simulation Space back to Local seems to fix it for me, i now have trails on my sword :D thank you once again
@@robertban871 Awesome glad you've got that sorted out, yeah my memory is a bit janky regarding the details of the particle settings XD
Mantahaaap. Di channel ini Playmaker dan Bolt akur :).
It would be so lovely if Bang Romi can show how to develop this with Bolt. Every tutorial with both tools. Jempol empat!
In Sya ALLAH ya gan, lagi ada proyek soalnya, jd lg agak woles nih cenelnya😅
@@RomiFauzi Mantap, sebagai Akamsi, I'm proud that you're part of the team behind the critically acclaimed NIKE hybrid-tech campaign. Wish your milkishgames and Unit 9 huge success.
Alhamdulillah, Terima kasih banyak gan 🙏🙏
My favorite teacher, thanks a lot ❤️
wow, you welcome buddy!
Is there a way to attach a weapon model to a 3rd person character with PlayMaker or Unity itself?
Yes, you can just parent any weapon game object onto the hand bones of the character.
I would totally buy a Udemy course of 3rd person action game! Please consider doing one !
I really want to, but creating Udemy course is quite complicated, and currently I'm quite busy with another project. Hopefully someday!
As I said before 🤣🤣, perhaps one day 👍
@@RomiFauzi I'll be waiting eagerly for that day! By the way I am wondering why most your courses are done with C# and not just Playmaker, I guess many things are way easier to code than with FSMS right?
I would not say easier, it depends on the user, but I've been programming a lot more in my work and projects, and yes a lot of things are more easier and faster with C#. I've covered a lot Playmaker tutorials in my channel, because I started using Unity with playmaker, before I touched C#. And a lot of my subscriber are playmaker users, although time to time, I also did C# and bolt tutorials.
@@RomiFauzi Awesome man, Playmaker should make you an official sponsor if you are not already :D
Thanks! Really useful!
Glad it was helpful!
Thanks for your tutorials!
You're welcome!
This is so cool!
Thanks!!
Hey my capsule collider is not working
can i get cartoon heroes asset link pls
YOU ARE AMEZING ! PLEASE CONTINUE WITH TUTORIAL
You're welcome!
say, how would you go about creating an ingame menu, that you can control with the keyboard and not just the mouse? the way i did it was state based and looks like it gets pretty complicated, the more options you have to select.
Unity provide a way to do this using navigation, it can be set automatically or manually to the neighbouring UI element, please check this: docs.unity3d.com/2020.1/Documentation/Manual/script-SelectableNavigation.html
Has anyone found any good tutorials for Hookshot or air dash using PlayMaker?
How do I make it so that when the character jumps, he kicks or punches in the air?
You can create a bool, that tracks the jump state in animator, and when attack is triggered, check for this bool, if its false, play normal sword attack animation, and if its true, then play the kicks or punches animation.
@@RomiFauzi thanks, it works!
@@kuruko_games Awesome, glad to know that!
Hey man
How do I add more combo
Is 3 the maximum? Please
You can another attack animation, set up the trigger accordingly (following the previous attack animation convention), and then add new state for the next combo move, and setup the transition accordingly, similarly to how the previous combo is wired.
@@RomiFauzi Let me get this straight
I should continue it from just where I stopped?
Meaning I get to put the get button down back??
Cos I'm kinda confused
Sorry for disturbing too
And thank you also
@@victoraghogho6435 Yes, I think it is quite clear how the animation and the fsm are setup for the attack combo in this video, you can continue add those two (new animation, and another fsm state to trigger it) by simply how it was done for the previous combo.
Can this work for punch and not sword please?
Yeah, it should work also, just use punch animation, and put the trail game object on the wrist/hand bone as the child, and enable disable it according to the animation timing, this should do the trick.
How do you holster the sword?
You will need to prepare sword holster animation, and change the sword parent upon playing the animation, perhaps using animation event to trigger the parent changing mechanism. You can google "Unity Animation Event", it is a way to trigger script, or FSM state transition via animation.
will there be part 5...if it is when?...really waiting eagerly
Yes there will be In Sya ALLAH, but I can't give you an estimate, hopefully soon!
@@RomiFauzi in-sha-Allah brother...may Allah provide you more knowledge about game development...and you teach us...
but brother please try for an enemy ai tutorial and health system... I am stuck in many projects because of not having enemy ai..
I do have health system on my 2d platformer 2d series.
Here is the link: ruclips.net/video/ZAK6KSqlrwQ/видео.html
Great Video!! thanks a lot!! Could add more video please... and can you write more video to teach playmaker? :)
You're most welcome! feel free to check my channel, I have uploaded quite a few of Playmaker tutorials
can this work with new input system
Yes, but you will need to change all the input action to use the new input system playmaker actions
Check the description for the Attack FSM Template link, you can also check how the FSM works by looking at the template!
Part 5 Please
Dose anyone know of a game on rps maker mv where a guy gets kicked in a hole by his sister and ends up in a world with only woman
Like
Thanks buddy!