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Messages - stiv

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1
Support / tk2d Depth Mask and TextMesh Pro on Windows Phone 8
« on: October 25, 2015, 12:11:52 pm »
I appreciate this might be outside of what you would generally support seeing as though it involves another plugin but I thought I should ask to see if you might know or be able to point me in the right direction.

I use the tk2dUIMask script with the tk2dDepthMask shader to mask off the top and bottom of a scrollable list. It works perfectly in every scenario except one. On Windows Phone 8 if you minimise your game and then come back, the mask will no longer mask TextMesh Pro labels (everything else is still masked). Once you load a new scene everything is ok again, it’s only the current instance of the scene that you resumed back to that has this issue.

I've got no idea where to start looking. Are you able to offer any advice? I'll take anything!

Thanks as always,
Steve

2
Support / Re: Adding color to an animated sprite
« on: August 14, 2015, 05:12:42 am »
Thanks, I hadn't tried that shader, could be useful. Cheers.

3
Support / Adding color to an animated sprite
« on: August 13, 2015, 12:58:06 am »
Hi,

I have a bunch of animated enemy sprites that I'd like to flash white when they get hit. Obviously using the color property on sprite only tints the sprite so you can't make it brighter than it already is.

I was just wonder if there is a simple way make a sprite flash white without needing to create a separate set of pure white sprites to overlay on top? (I'm guessing no but thought I should ask first!)

Cheers,
Steve

4
Support / Re: Sprite Trimming
« on: June 09, 2015, 01:49:24 pm »
Brilliant, thank you :)

5
Support / Sprite Trimming
« on: June 09, 2015, 01:11:36 pm »
Hi,

Hopefully this is a simple question. I've noticed that when sprites are added to a sprite collection they are automatically trimmed to remove unnecessary transparency. Currently most of my source art is 100x100 pixels even if it is only really a 20x20 pixel image and the rest is transparent.

Would I be correct in assuming there would be no performance benefit for me to manually trim these sprites down myself since the sprite collection is already doing it? Or do the transparent pixels get added back when you use the sprite in game unless you define custom render meshes for every sprite?


6
CastleMine is tower defence style game that relies heavily on the Unity 2D Toolkit. The toolkit was easy to use, worked flawlessly on all mobile platforms, and provided amazing performance. I really can't recommend it enough, it was an absolute joy to use!

CastleMine Trailer

http://www.youtube.com/watch?v=InQrfwV7lZ8


Game links (all versions are free)

iOS: http://itunes.apple.com/us/app/keynote/id662511586?mt=8
Android: http://play.google.com/store/apps/details?id=com.mugshotgames.castlemine
WP8: http://windowsphone.com/s?appid=0b6611e2-82bb-457c-abfd-df08d727b830
Kongregate: http://www.kongregate.com/games/stivdev/castlemine

7
Support / Re: Problem with Static Sprite Batcher on Windows Phone 8
« on: July 27, 2013, 07:41:29 am »
Thanks for looking into it, I'm kinda happy that it isn't just me.

I guess I'll just stop using them until a fix is available.

Cheers

8
Support / Problem with Static Sprite Batcher on Windows Phone 8
« on: July 26, 2013, 03:22:10 pm »
Hi,

I've just tried running my project on a WP8 device for the first time and discovered that all my StaticSpriteBatchers do not display (there is just nothing there). If I click "Edit" on the SSB to bring all the objects underneath back and then run it again everything displays ok (but obviously not batched).

The problem seems isolated to the WP8 device, in the emulator everything appears correctly.

I am using Unity 4.2.0f4 on Win8 and 2D Toolkit v2.0 Final + Hotfix 2

Any suggestions would be really appreciated. Happy to provide more info I'm just not sure what is useful.

Cheers,
Steve

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