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Topics - Madrayken

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1
Support / Scaling different between two sprite sets
« on: November 19, 2014, 07:58:02 pm »
I have 2 sprites - both near identical in size - in two different sprite sets (say 'MonsterBits->MonsterHead' and 'PlayerBits->PlayerHead'. I am finding that they display at vastly different sizes, despite the scaling being (1,1,1) in the sprite set, the instances of the sprites and the parent Transform.

If I, for example, switch the sprite in the editor from one sprite set to the other, it alters its size enormously, indicating that there is something intrinsic in the sprite set itself that is re-scaling things.

I'm really stuck and would rather not do any kludging to make them work.

Any ideas how this can happen?

Many thanks for any suggestions.

2
Support / Moved to Unity 4.x - now can't access the sprite editor
« on: December 11, 2013, 05:58:00 pm »
Each time I attempt to access the sprite editor I keep getting this message:

Code: [Select]
SpriteCollection 'GuiSprites' - Upgraded from version 3
UnityEngine.Debug:Log(Object)
tk2dSpriteCollection:Upgrade() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteCollection.cs:613)
tk2dEditor.SpriteCollectionEditor.SpriteCollectionProxy:CopyFromSource() (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorProxy.cs:22)
tk2dEditor.SpriteCollectionEditor.SpriteCollectionProxy:.ctor(tk2dSpriteCollection) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorProxy.cs:17)
tk2dSpriteCollectionEditorPopup:SetGenerator(tk2dSpriteCollection) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:234)
tk2dSpriteCollectionEditor:OnInspectorGUI() (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditor.cs:61)
UnityEditor.DockArea:OnGUI()

I can't edit the sprite sets now, which is a bad thing! Even creating a new set exhibits the same issue.
For the record, I've reinstalled the tk2d package as well, and that didn't fix it, either. My entire project is in C#, if that is useful to know.
Any help very much appreciated.

3
Support / Sending a TextMesh a string with a newline...
« on: October 08, 2013, 02:52:40 am »
Hiyo,

I'm trying to get a multi-line text box working with my externalised strings (for localisation purposes). I'm sending the TextMesh strings like this: "Death be\nnot proud." and then calling Commit().

The text is updating, but the newlines are not being interpreted correctly. I've tried toggling 'Formatted', 'Inline styling' etc, but nothing seems to work. Any suggestions?

Many thanks.

4
Support / UI events clashing with main game input
« on: August 08, 2013, 07:06:01 pm »
Hi folks,

I have some buttons overlaid on my screen. Pressing the buttons does stuff, as does pressing the screen.
How do people make activating UI elements block screen-touches/mouse-clicks in the rest of the game?
So far, I have added code to every button click message, setting a 'blockAllInput' flag that the rest of the game checks. This still seems to allow the game's touch input for around one frame.
Any suggestions?

5
Support / Trying to control animation frames: Version 1.92
« on: June 05, 2013, 12:48:26 am »
Hi folks,

I have a character who walks left and right while bobbing up and down a little based on a nice flattened sine-wave. I am trying to use SetFrame() to pick the frame based on how far through the sine wave he is. I do this every Update() in order to ensure that he's always forcing a specific frame.

This seems to work while I stick to the same 2-frame clip. As soon as I switch to another clip, he starts automatically looping his animations at 30fps, and never returns to the original, specific behaviour, even when he returns to that particular clip. I want TOTAL control over which frame is playing at any time. Is this a bug?

Furthermore, does SetFrame start from 0 or 1?

6
Support / Access to the Sprite Collection once committed: Unity 4
« on: February 01, 2013, 02:27:22 pm »
How do I access a sprite collection once I've committed it?
If I go to the prefab in the project panel, I don't see a link to the Sprite Collection editor in the inspector.
If I click on a sprite in the scene, I get the option to 'Edit' in the dropdown box next to the Collection drop-down box, but clicking on it brings up an empty Sprite Collection with the same name!

What am I missing here?

Many thanks for any help.

Here's a screenshot of what I get: http://www.mediafire.com/view/?3nal1iib1yeof3y

7
Support / Unity 4, no 'Open Editor' button
« on: January 31, 2013, 11:01:40 pm »
Hi guys,

First post - sorry it's a stupid 'please help' post.

I'm just starting to use 2D Toolkit. I started using Unity 3D a couple of months ago, and am on the latest version of Unity 4.
When creating a Sprite Collection, I create the prefab, then go to the inspector, see all the lovely values and...
...no 'Open Editor' button appears anywhere. I've added the prefab to the scene, and otherwise done everything I can in the tutorial to start in my creation of a nice batch of sprites, but I seem to have stumbled at the first hurdle.

Any thoughts? Cheese? Chickens? Anything?

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