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Messages - FuzzyWuzzie

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Showcase / Re: LD26 Game: ShrunkenAdventures
« on: April 29, 2013, 06:14:02 pm »
Thanks!

The content was actually really easy to generate using the toolkit (*especially* the tilemap editor). I first tried using Tiled to make a map then import that into tk2d, but the tk2d editor was actually easier, faster, and more capable than Tiled. I created all the assets for the "tutorial" level first, then it was extremely simple to whip out the levels from there! The pixel art wasn't too hard either - I've found previously that if you know generally what you're looking for out of tiles and you limit yourself to only a handful of colours no matter what, then the tiles almost draw themselves.

Super simple to set up the bounding boxes on individual tiles in the sprite collection, put certain tiles on certain layers (ie: spikes go on "instakill" layer, ground goes on "solid" layer), and away you go! The only thing that could have sped up the process was allowing animated tiles to be placed by the tilemap editor. Though thinking about it now I probably could have done that by placing prefabs. Oh well!

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Showcase / LD26 Game: ShrunkenAdventures
« on: April 29, 2013, 04:26:15 am »
My first Ludum Dare competition, and it was fun!

Check out my game here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22923

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Releases / Re: 2D Toolkit 1.90 beta 3
« on: January 24, 2013, 11:09:35 pm »
I'm trying to figure out how to use the zoomScale attribute.. I can't see it the value in the inspector and no matter what I set it to in code, it doesn't seem to have any effect whatsoever on the camera. Any info on this?

(For reference, I'm build a low-resolution game that I want the camera to automatically point-scale up everything to an appropriate amount based on the resolution of the device, so my zoom scale should be any of of 1, 2, 3, 4, 5, etc)

Edit
Ok, I figured it out - I had to add a resolution override with width = -1 and height = -1, and set things up there.

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