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Topics - micky

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1
Support / lines
« on: October 04, 2014, 09:17:08 pm »
So when I go into game view I have horizontal green lines between my tiles.

native res: 320x240, prev 640x480

This is with game view set to 640x480, 32 px per meter

camera is set to wildcard/closest multiple of two


what am I doing wrong? If I go into like 4:3 aspect ratio is goes away

2
Support / programmically adjust anchor
« on: January 06, 2014, 07:34:42 pm »
Is there a way to adjust the anchor of a sprite, or is that just one value and I should be translating.. I want to sync some SetFrame() types of animations up to some world coordinates, but the X value of the sprite needs to be snapped to certain points along the way, if that makes any sense.

I figure I could call SetFrame() and then just adjust the anchor instead of translating the whole sprite..

3
Support / attach points, how far to go?
« on: November 28, 2013, 08:55:02 am »
So question - if you have a sprite that needs to change it's appearance in say, 3 different locations, are attach points the right way to do that? What happens when you a ton of these? It appears like just a rotated/moved sprite so maybe it's not a big deal?

I was just thinking if there was a better way if you had 50 different heads, bodies and limbs.. should I try and animate 3 different sprites and just use attach points for weapons, or should I just use attach points for any interchangeable stuff?

Just thinking..

4
Support / 4.3 Physics2D.Raycast and Tilemap/Edge Collider 2D
« on: November 22, 2013, 02:57:51 am »
So I noticed that Physics2D.Raycast now hits colliders it starts within, or maybe my boxes (Edge Collider 2D) are just considered 4 "edges" to be hit. My character used to jump through my platforms and land on the top no problem, but with 2D Physics, he can land "inside" a box and stand on the bottom of it.

Is there something I should be doing to prevent this and obtain the Physics.Raycast behavior?

The docs mention something about the fractions being 0, but they are always > 0 for me.

Thanks,

5
Support / attach points w/ on trigger
« on: October 15, 2013, 11:07:58 pm »
So I noticed with a sprite that has a trigger collision box that has attachment point weapons with trigger collision boxes, if an enemy hits either the weapon or the players box, there doesnt seem to be a way to tell them apart? I can tell when the weapon hit something because that has its own script, but when something hits either player box during an attack frame, I can't tell which one its hitting if that makes sense.

Website looks amazing now btw, gj.

6
Support / tilemap chunks
« on: October 08, 2013, 10:21:56 pm »
Is there any way to ensure that certain map chunks are all the same collider? (assuming they are connected) I'm having an issue trying to jump through map sections because a platform is say, 2 different chunks, so the rays and inside one of the colliders and ignores it just fine, but detects the other and starts bouncing around..

I love the tilemap editor but the chunking system is kinda cramping me up and I'm not sure what the best way to solve it would be.

7
Support / scale question
« on: September 30, 2013, 09:58:11 pm »
So right now my game is 16x16 tiles, and I noticed by doing 1 pixel per meter that my tiles are the same size as a cube that is 16x16.. this also means my physics carries huge numbers for gravity and things.. is making 16 = 1 a good idea for a pixel game? Or should I just deal with everything being huge in the editor.

8
Support / tilemap surface properties
« on: September 17, 2013, 05:03:03 am »
What would be the best way for some tiles to have properties? Like for example.. a level of friction or a skill level for a character for performing actions.. would I end up adding a bunch of trigger for this or is there a way to do this with the tile map editor?

9
Support / sprite collection collider
« on: September 13, 2013, 07:48:22 pm »
So I have a small sprite that when it animates, using trim isn't working because the box collider needs to be the same size/position all the time.. but when I do fixed, there doesnt seem to be a way to set an xy offset so the sprite is still centered? it just goes to the upper left corner..

I feel like im just missing it?

10
I noticed with a top-down style game if you make a "blocking" layer, any real pushing into them and you go right though, the more speed on my translate the worse it is. I noticed changing the thickness in the inspector window makes this a little better, but I can still push through walls.

I know this issue is not specific to 2D Toolkit.

I noticed if I just put a box collider in place for a wall it works as it should, so it would be pretty amazing if there was an option to turn all of those chunks into cubes with box colliders instead of the big mesh which is iffy.

If anyone has solved this another way that they can share I would greatly appreciate it.

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