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Messages - bigtunacan

Pages: [1]
1
Releases / Re: 2D Toolkit 1.76 beta 1
« on: July 10, 2012, 03:23:00 am »
Another bug???

I downloaded the latest build to get the Fit Mode scaling.

I use iPhone scaled graphics as my baseline, then scale to fit the different Android resolutions.

So as a test I set Width=960, Height=540 (this is a common Android resolution; same width as iPhone, different height).
I set

Auto Scale = None
Fit Mode=Constant
X=1
Y=.84

But it does not affect a non uniform scale; instead it continues to have a uniform 1:1 scale.  So I still have the same problem as earlier versions... either only part of the screen is filled so off screen artifacts will continue to be drawn onto the screen.. or I have to stretch past screen size and too much of my in game imagery is cut off in one direction.  I tried playing around with a few other settings in the scale, but none of them seemed to allow non uniform scaling.

2
Support / Resolution Overrides/Letter boxing
« on: July 03, 2012, 06:29:38 am »
I was playing with resolution overrides to get my game to work with the different Android resolutions.  The issue I run into is I would like to allow my game to letter box; so I will set the resolution override and scale such that it fits perfect in one direction, but letterboxes in the other direction.  What happens though is instead of a good letterbox I see my image is based off of the left rather than center of screen, and also I see everything that is being drawn off screen is now drawing to the right of the screen so it looks bad... any advice?

3
Support / Sprite Scale
« on: June 17, 2012, 05:27:26 am »
I tried selecting all of my sprites in a sprite collection, setting the scale, then committing the change, but it only changes scale for the last sprite, not all that have been selected.

4
Support / Font Problems
« on: June 13, 2012, 07:04:05 pm »
I'm trying to create a Font. 

First I tried to create using Hiero since I work primarily on Mac.  I only get a .fnt file from Hiero which I'm not able to use as a texture.  I do not see an option to export to bmp, tga, etc... from Hiero.  So then I moved over to a PC to try creating a font from BMFont.  From BMFont I do not see a way to load my font files which are all in format otf.  Any pointers?

5
Support / Re: Collisions
« on: April 26, 2012, 02:00:00 am »
Ok; there were 2 issues I was having.  One was for my test my character wasn't moving; the OnTrigger function is only called if the sprites position changes.  Second issue I ran into was that the z depth was causing some sprites to not collide since the mesh thickness is only .2.  It would be nice if the collider thickness could be changed.  I like to draw my sprites at different depths even though I intend for them to collide so that I can control what draws in front/back.

6
Support / Re: Collisions
« on: April 25, 2012, 06:47:05 pm »
Not sure what I'm doing wrong, but I still can't get this working :(

I have my main character which is an Animated Sprite, and I have added to this a Rigidbody.  I have added a Box Collider to my main character.  I have checked Is Trigger and Is Kinematic.

My enemy is a prefab that I create in the script.  Within the prefab I have added a Box Collider.

Just as a simple test to see if things were working I added this function into the script associated with my main character.

Code: [Select]
void OnTriggerEnter(Collider other){
Destroy(other.gameObject);
}

It looks like the function is never being called, even though I clearly see the objects intersection at playback.  :(

7
Support / Re: Edit Existing Sprite Collection
« on: April 24, 2012, 03:40:34 am »
Yes; but then the images don't actually get added :-\

8
Support / Edit Existing Sprite Collection
« on: April 23, 2012, 06:32:26 pm »
I've run into a problem where I created a sprite collection then later I needed to add some additional images into it.  When I try to drag the images onto the existing sprite collection they do not add.  No error is reported, but the new sprites aren't there.

9
Support / Re: Collisions
« on: April 21, 2012, 06:50:41 pm »
I just want to check for a collision between the player and enemies, pretty basic.  So if I give my character a rigid body, but not to anything else; then I can do character to enemy collisions, but not enemy to enemy?  Is that right?

10
Support / Collisions
« on: April 21, 2012, 02:03:17 pm »
I'm a bit of a noob to Unity as well as the 2D Toolkit.  I'm trying to do collisions between animations to animations, but I just can't figure out how to script this.  I've created colliders in the editor, but I can't see how to access and use them in the script.

11
Support / Animation loss
« on: April 19, 2012, 03:10:46 am »
My animations are a set of PNG files that have some up/down movement that occurs during the animation to show a "hover" type of action.  This is being lost when I setup my animations in 2dtk?

12
Support / Re: Scroll repeating, sprite width?
« on: April 07, 2012, 03:52:25 pm »
I have tried this; but it seems like my extents are slightly off; like the image is being padded out or something.

Here is the code I use to move one prefab to the end of the other.  This results in about a 2 or 3 pixel wide gap between the 2.
Code: [Select]
if(scr4.transform.position.x < (-2 * scr4.GetBounds().extents.x)){
    scr4.transform.position = new Vector3((scr1.GetBounds().center.x + scr1.GetBounds().extents.x), currpos4.y, currpos4.z);
}

13
Support / Scroll repeating, sprite width?
« on: April 06, 2012, 04:37:26 pm »
I have scrolling backgrounds that need to loop.  In order to do this I need to be able to detect my sprite width so I can add in a new prefab instances to the end of each other.  How can I access this?

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