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Topics - zeteginara

Pages: [1] 2
1
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.  :)

2
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. 

3
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.

4
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?

5
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?

6
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.

7
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?

8
Support / Update a tilemap without corrupting everything
« on: May 17, 2014, 08:54:50 pm »
So, I have a sprite sheet that I made a tilemap out of.  Suppose I want to add some tiles to the spritesheet (without changing the dimensions of the actual .png file, but have a multi-layered tilemap that's pre existing.  How do I go about adding the tiles without completely corrupting the tilemap?

9
Support / Dynamic Depth Layer?
« on: April 20, 2014, 12:21:32 am »
I'm making a top down RPG kind of a game.  In it, I have the NPC's and player's Z Coordinate calculated according to their Y coordinate, so that characters lower appear in front and characters behind appear behind, and this can change between frames.  Is there way to make the tiles in a layer behave in this manner using 2dtoolkit?

10
Support / Tinting White
« on: April 16, 2014, 05:12:33 am »
So, is there a way to tint sprites white?  Normally choosing the color of white changes them to their default color.

11
Support / GUITextures not showing up
« on: April 11, 2014, 03:49:08 am »
I can't get a GUITexture to show up on the tk2d Camera.

It has a GUILayer, the pixel inset of both X and Y are between 0 and 1.  I've tried using every color and every alpha setting.  Width and Height could be as large as I can make them, I've experimented with everything.  Both are enabled, but nothing shows up at all.

I've experimented with the Z coordinate of the camera, got rid of my wildcard, experimented with the clipping planes.  Nothing works.

12
Support / Save/Load Tile Map
« on: March 18, 2014, 02:24:32 pm »
So, I've decided that it is probably a good idea to have 'one scene' for most or all of my 2D game, and constantly use the one tile map to draw stuff from levels stored in data format.

But, of course, I don't want to write XML (or whatever I use) to build my levels, I want to draw them in 2Dtoolkit then save/load them.  Is there an easy, built in way of doing this?  Or will I have to write it myself?  If the latter, any pointers?

13
Support / Importing BMFonts doesn't work
« on: March 12, 2014, 12:00:14 am »
There's no two ways about it, importing a BM Font and then attempting to use it in a text mesh is broken and doesn't work.

I've tried several times, following these instructions:

http://www.unikronsoftware.com/2dtoolkit/doc/2.00/tutorial/preparing_a_font.html

..to the letter, to do this, but each time I create a new text mesh and change to my new font, it 'bugs out'.  The font in the scene remains what was last selected, until I try typing something new, then the textmesh disappears altogether.

14
Support / UI Interface without mouse
« on: March 11, 2014, 10:18:52 pm »
So, I've been looking over various UI information on 2Dtoolkit and the Unity Stock stuff, and it looks like all of the UI features involve creating buttons, and clicking those buttons with a mouse. 

I'm making an old-school RPG type of game, where you hit a button to go into a open an in-game menu and select options with a gamepad or keyboard.  Think Dragon Quest or Earthbound.  Is there anything in 2dToolkit to support that?

My initial thought is to make a tilemap that's a child of the camera, and build it manually, but that's work I might not have to do.

15
Support / How do I automatically go diagonally when hitting a diagonal?
« on: February 28, 2014, 07:19:06 pm »
So, I'm starting a top-down 2D RPG sort of game, with free-form movement instead of, well, large-grid specific movement. I got a 'basic guy moving across the screen colliding with a tilemap'. However, when I hit a tile with a diagonal collider, I slow way down.

I seem to be doing this:

When I should be doing this: 

My code is very simple and barebones.

float moveHorizontal = Input.GetAxisRaw("Horizontal");
float moveVertical = Input.GetAxisRaw("Vertical");

Movement = new Vector2(moveHorizontal, moveVertical);
rigidbody2D.velocity = Movement * Speed;

I've heard there are things you can do with Raycasts to take a slope into account.... but I haven't done anything with that before.  This seems to be a relatively common problem (like any platformer with slopes would have to code against), so I'm sure that it's easy to solve, but I'm not sure where to start.

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