Pixel Game Maker MV

Pixel Game Maker MV

Piranha305 Jul 30, 2018 @ 8:27pm
Creating custom run time actions
There is an execute script run time action but no documentation as to whats exposed during the games execution? will it be using the cocos2d-x api or will there be an exposed api (documentation please =) )

Also are plugins just for editor extensions or can the plugins also affect the run time actions?

Will we be getting more run time actions in the future?

I also noticed there are several run time action that come with every node? such as perform jump? but there is no "other" run time action for perform jump with it's own custom parameters for the jump? is jumping coupled with the engine or will there be means to decouple with it's own run time action?


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Showing 1-4 of 4 comments
Bellamy Jul 31, 2018 @ 12:01am 
Hey, detailed documentation of the plug-in system is currently being prepared, and we are trying to release it ASAP.

You are right that we need to also make clear about what the "execute script" action has access to, so I will work to also making that more clear.

Also, for jump, I am not sure what you are referring to?
While a check box for "Perform Jump" (and sub-box for "Enable Custom Jump") are included in the parameters for every node, they are not enabled by default. Simply, every node has access to all basic engine functions so that players just need to focus on logic flow and enabling the functionality they need at each step in that flow.
Piranha305 Jul 31, 2018 @ 12:23am 
Yah it just might be a documentation thing... so the whole action system is a finite state machine and each node executes a set of actions which gets translated to game code, right now there are 2 section for every action node, there is the section at the top that is the run time actions which has the perform jump check boxes some ignore movement check boxes and some change speed dials, then below that there is the Other run time action which lets you choose from a set of predefined actions. each of those actions has a set of parameters which tell the action how to behave, there are currently no actions for jumping? the only way to get an object to jump is using the check box which is on every node. (unless there is something i missed)

my question was that since the those check boxes appear on every node the jumping functionality is not extendable like all the other move action which had a large set of parameter to control how the movement behaves, if we wanted to change the jump we have to do it through basic settings , if we wanted more control over a specific jump like a special type of jump there is currently no action that can control that, will there be an action that lets you customize the jump characteristic of the object?
Bellamy Jul 31, 2018 @ 5:10am 
It is very much possible to do custom jumps!
The project documentation is still too much in Japanese (sorry!), but the Witch and 66 Mushrooms sample project has an example of 3 different jumps (jump, jump with hover, and a high jump) on a single character. So you use the "Moving and Jumping" panel to create your default "basic" jump, and then use nodes with "Custom Jump" or even brute force an action using the Other Runtime Action of "Move Object" to forcibly move the object some pixels in a specific direction.

The sample project is also very complex, as there's quite a lot of separation of the animation into small pieces & a lot of aerial actions that can be taken. But please take a look!

And if you can explain to me what specifically you are trying to do, I might be able to suggest how to configure it.

Originally posted by armandoalonso1:
Yah it just might be a documentation thing... so the whole action system is a finite state machine and each node executes a set of actions which gets translated to game code, right now there are 2 section for every action node, there is the section at the top that is the run time actions which has the perform jump check boxes some ignore movement check boxes and some change speed dials, then below that there is the Other run time action which lets you choose from a set of predefined actions. each of those actions has a set of parameters which tell the action how to behave, there are currently no actions for jumping? the only way to get an object to jump is using the check box which is on every node. (unless there is something i missed)

my question was that since the those check boxes appear on every node the jumping functionality is not extendable like all the other move action which had a large set of parameter to control how the movement behaves, if we wanted to change the jump we have to do it through basic settings , if we wanted more control over a specific jump like a special type of jump there is currently no action that can control that, will there be an action that lets you customize the jump characteristic of the object?
Piranha305 Jul 31, 2018 @ 6:55am 
Thanks for the reply and guidance. I did not notice the witch example =)

I was just playing around with the engine trying to figure out where stuff was...

And trying to implement custom movement using the action system.

Right now input is setup in the setting, will there be nodes or Condition for other forms of input such as a mouse hovering over an object or clicking an object... That might be there already I just don't know where to look
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Date Posted: Jul 30, 2018 @ 8:27pm
Posts: 4