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Messages - zeteginara

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1
Support / Re: NES Style Graphics Recommendation?
« on: March 29, 2018, 12:55:45 am »
Essentially, something like Shovel Knight.  Where the height of the screen is a constant 240 pixels, and the only thing that really changes is the width.

It would also be cool to know like to know what pixels per unit would be easy to use for this, how I should set the camera and whether I should use scale of each object or not.

I've tried to use scale to make everything bigger, and that seems to kind of work, but the pixels still aren't pixel perfect.  I could tell when I made a mega man like health bar, where the 'bars' of health were one pixel wide, and it didn't show up right; some 'bars' looked bigger than others.

2
Support / NES Style Graphics Recommendation?
« on: February 15, 2018, 05:12:50 am »
I want to make an old school 2D platformer with graphics like that of an NES. I know I'm not doing anything new here, as this has been done before using Unity.

The problem is, suppose I want to make this using multiple devices (Switch, iPhone, Android, 3DS, PC), and each of these devices have different aspect ratios.... but I want the end result to be pixel-perfect no matter the device it is played on.

I know that modern 2D games would utilize high-resolution graphics that get shrunken and filtered, and don't have to be pixel perfect.

How would you recommend going about this using Unity + 2D Toolkit, and do something like what Stardew Valley or Thimbleweed Park do?

I do want to do this right from the ground up.  :)

3
Support / Shader that flashes white
« on: August 28, 2015, 12:40:58 am »
I'm looking for a shader that flashes a sprite white.  It looks like one used to exist in this thread:

http://2dtoolkit.com/forum/index.php/topic,1212.msg6180.html#msg6180

But the link provided by you guys at the end of the thread is broken. 

4
Support / Pixel blending in tile map editor
« on: May 31, 2015, 09:52:34 pm »
I'm making a retro-style game so I've been using point filtering, and it's been a few months since I put together a tilemap.  However, during that time, I updated 2dToolkit to 2.5.  Now, in my tilemaps, when I view them in the editor, it seems to apply a blending filter to it.



There's a comparison.

It's like this on all my old tilemaps too.  However, when they actually render-in game, they look fine.  It only appears 'blended' in the editor.

Is there a new setting or something that I'm missing, or a way I can switch it to show non-blended images in the editor?  This makes it rough to set colliders.

5
Support / Re: Cutout shaders cause tile distortion
« on: December 29, 2014, 11:07:37 pm »
Solved.  Using Paint.NET, with the wand at 10% tolerance, I deleted all the crap that was apparently in the alpha channel.

6
Support / Cutout shaders cause tile distortion
« on: December 28, 2014, 11:32:04 pm »
I switched the material of one of my tilemaps to use the tk2d CutoutVertexColor shader, and now a few of the tiles seem to 'pick up' parts of other tiles.

You can see some examples in the texture view here:

This one:

And this one:


It doesn't get obvious until you see it in game:

Like this:

Or this:


It's really weird because I have a couple other tilesets in my game that use the CutoutVertexColor shader and the same settings, and they don't have this problem.  Did I miss something, or have I actually found a bug?

7
Support / Re: Dynamic Depth Layer?
« on: August 15, 2014, 03:49:24 pm »
I honestly have no idea how shaders work or where to begin creating one.  I believe in the thread about the dynamic depth layer you made mention of using a "solid" shader or a "cutout" shader.  Would a "Solid" shader work?

I've been reading this: http://docs.unity3d.com/Manual/ShadersOverview.html

And it makes no mention of 'cutout' shaders.

My needs aren't high, I'm making a 'retro-style' 16 bit style game with point filtering so everything looks blocky.  Any recommendations?

8
Support / Re: Deleting the color channel
« on: August 14, 2014, 02:22:13 pm »
I'm currently using the  tk2d/CutoutVertexCoor shader because of this: 

http://2dtoolkit.com/forum/index.php/topic,3981.msg19046.html#msg19046

Does that suffice?  If so, how do I make it instant?

Also, is there any way to lerp the color?  I want the color channel to be able to transition to clear, to represent sunrise, etc.

9
Support / Deleting the color channel
« on: August 14, 2014, 02:07:59 am »
I made a color channel on my tilemap to make it look like nighttime.  I have designed it so, when the scene loads, on start it checks to see if a flag exists, and if so, I want to programatically delete the color channel.  Here's my code:

var channel = GameObject.Find("TileMap").GetComponent<tk2dTileMap>().ColorChannel;
channel.Delete();
GameObject.Find("TileMap").GetComponent<tk2dTileMap>().Build();

I've also tried:

var channel = GameObject.Find("TileMap").GetComponent<tk2dTileMap>().ColorChannel;
channel.Clear(Color.white);
GameObject.Find("TileMap").GetComponent<tk2dTileMap>().Build();

Neither of them get rid of the color channel, it stays 'nighttime'.  What am I doing wrong?

10
Support / Re: A* Pathfinding
« on: July 05, 2014, 03:15:32 pm »
Sorry to necro a thread, but I thought I'd give an update to this, because A* Pathfinding has historically been a hard thing to implement; obvious to all who are doing a quick search on these forums.  So this is for the benefit of someone doing a search, trying to find a pathfinding solution.  Or something for the author to link for someone who asks in the future.

http://arongranberg.com/astar/

This pathfinding software, The A* Pathfinding Project, has been recommended in the past for being a decent solution for 2D, however, it did not take into account 2D Edge Colliders, which is what 2D Toolkit uses, based on my research.

Well, what was really happening was that the A* Pathfinding Project used the Physics2D API that came packaged with Unity, which didn't take 2D Edge Colliders into account as of Unity 4.3.

Well, as of Unity 4.5.1 The Physics2D API *DOES* detect 2D Edge Colliders, which means, The A* Pathfinding Project, linked above, works with 2DToolkit right out of the box.*

*You do have to do a little bit of tinkering; it works on the XZ axis by default, you just have to change a couple of parameters to get it to work on the XY axis.

Basically, in your grid graph, give it a 90 rotation on the x axis to point it in the right direction.  Make sure 2D Physics is checked, and change the climb axis to Z.  That's it.  :)

11
Support / Re: A* Pathfinding
« on: June 24, 2014, 02:13:37 pm »
I resolved this with Polynav:

http://forum.unity3d.com/threads/poly-nav-pathfinding-for-4-3-2d.224962/

It's a simple 2D solution which lets you define polygon colliders as obstacles.

You do have to trace over your existing colliders generated by your sprites with polygon colliders, so it's a bit of work, but it's not too bad.

Unfortunately, if you are using a tilemap with a lot of custom colliders, there is no solution that 'just works', but this is probably the one that can be done the most easily.  Polynav is easy to work with and use, as well.

12
Support / A* Pathfinding
« on: June 20, 2014, 02:23:15 pm »
Is there a pathfinding solution that is recommended with 2dToolkit that is easy to implement?

I've searched for a while on these forums, and no one seems to have come up with a solution.  There is one that seems to work with http://arongranberg.com/astar/...

But requires all of your tiles to use box colliders instead of edge colliders, which is a lot of manual work and isn't an 'easy solution' at all.  I use a tilemap with smaller tiles, 16x16, and each tile has a custom collider.  I'm okay with defining each tile as 'collidable or not' ***ONLY FOR THE PURPOSE OF THE PATHFINDING SYSTEM***, and I found a solution that ALMOST does the trick with Simply A*, but the mesh, as seen here:



Tends to blend with the collidable area, meaning objects in the game that try to pathfind around a corner will run into a wall.

I think I would also be fine if you could replace the colliders in 2dToolkit with box colliders.  Less efficient, sure, but I'm fine with that.

13
Contract Work / Re: [paid] Tilemap pathfinding
« on: June 20, 2014, 03:57:07 am »


I'm also having this problem when attempting to follow Dotty's script.  Can anyone think of a solution to this?  Or another pathfinding solution that will easily work with a 2dtoolkit tilemap?

14
Support / Animated Tiles
« on: May 28, 2014, 12:24:28 am »
So, animated tiles.  Specifically, I'm making a tile-based river, and I want to animate the shoreline.  It's a simple, two-sprite animation.

Based on my limited knowledge, animated tiles is not something 'baked in' to 2d toolkit.  It's something on the docket list for future releases, but it doesn't exist now.

So I've been taking the animated tiles and manually putting them on the shoreline.  The going is extremely tedious because I have to manually position them.

I've heard that there is some way to include prefabs into a tilemap, using the data tab, and that would be excellent if I could actually place the animated tiles on the tilegrid.

So... is there any support 2dtoolkit can give me here?

15
Support / Re: Update a tilemap without corrupting everything
« on: May 17, 2014, 09:36:24 pm »
No, I didn't, but when I opened the tilemap again in my scene, all the tiles in the palette were corrupted.  I had to delete and recreate a new tilemap.  Thankfully I didn't start much in the way of work, I'll see if I can replicate it next time I need to update my tilemap.

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