Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dipso

Pages: [1] 2
1
Support / Re: Tilemap tile front collision
« on: March 10, 2016, 11:37:33 am »
Thanks for the feedback :)

Suggestions for future updates (low priority):
A way to set the collision plane offset for front and back faces.
Currently it positions the front and back equal distance from the tile (so the tile is in the middle).

For example: To be able to tell it to position the front zero distance from the tile, and the back 1 unit behind the tile.

Would also be nice if the collider depth can be set on a per tile basis. This can be optional per tile and overrides the Sprite Collection's default collider depth.


2
Support / Tilemap tile front collision
« on: March 07, 2016, 10:43:19 am »
Hi

Is there a way to set the front collision for a tile (i.e. collision plane with a normal facing towards the camera)?

Currently, collision is added to the sides of the tiles.
But if you make a top-down game there seems to be no way to set the collission for the "ground".
So a physics object falling from the sky (towards the tilemap/ground) collides with the ground.

Diorgo

3
Support / Re: Set platform per sprite collection
« on: November 14, 2015, 01:44:35 pm »
Thanks for the feedback.
The code does seem straightforward to modify.


4
Support / Set platform per sprite collection
« on: November 04, 2015, 07:40:45 am »
Hi

Is there a way to set the platform per sprite collection?

Example:
Before I load a scene which contain sprites from the collection "MyCollection", I call a method such as:
tk2dSystem.SetSpriteCollectionPlatform("MyCollection", "1x")


This would override the default platform (tk2dSystem.CurrentPlatform) when it loads the sprite collection.

This can be helpful when building for a mobile device that has low-memory, but high screen resolution, and you want to use smaller atlases for specific sprites (especially ones that won't appear blurry at hi-res).


5
Support / Re: What is in the tk2d folder in the Resources folder?
« on: October 16, 2015, 01:30:49 pm »
Thanks for the feedback  :)


6
Support / What is in the tk2d folder in the Resources folder?
« on: October 11, 2015, 09:06:23 am »
Hi

When we set up different platforms for sprite collections then 2DToolkit creates a folder "tk2d" in the "Resources" folder.
There are multiple assets stored in the "tk2d" folder.

I did a search to try and determine what assets are stored in the "tk2d" folder and found this post:
https://www.reddit.com/r/Unity3D/comments/3d63lu/unity_5_asset_bundles_and_2dtoolkit_with_platform/

The post states:
I have also modified tk2DSystem so that tk2dResource files are stored in Assets/tk2dResources instead of Assets/Resources/tk2d so that the textures of the Sprite Collections they reference are not included in the build.


Can you please clarify what this means?

I want to make sure it does not mean that individual sprite images are included in the build when "tk2d" is in the "Resources" folder.
In other words: If player has 10 sprite images packed into 1 texture atlas, then the 10 sprite images are not included in the build, only the 1 texture atlas.


7
Support / Re: Linked Collection only generates one platform data
« on: March 12, 2015, 12:39:24 pm »
It worked.
Thanks  :)


8
Support / Re: Linked Collection only generates one platform data
« on: March 10, 2015, 12:36:37 pm »
@unikronsoftware

Hi
Have you had time to look at the repro case?


9
Support / Re: Linked Collection only generates one platform data
« on: February 27, 2015, 09:01:56 am »
Attached is a repro case.
The Sprite Collection is in the folder "TestSprites".

It was created with Unity 4.6.1.


10
Support / Linked Collection only generates one platform data
« on: February 26, 2015, 09:37:26 am »
Hi

I created a Sprite Collection which has two platforms, "2x" and "1x".
I also added one Linked Collection (to be used as a normal map).
When I Commit then it only generates one set of data in the "Linked" folder, for the "1x" platform.

All the "2x" source graphics are in a folder (e.g. "TestSprites"), and all the "1x" source graphics are in a sub folder (e.g. "TestSprites\1x").

I am using "2D Toolkit 2.5 beta 2".

Is there something I missed to be able to generate both platform "Linked" data?



11
Support / Re: Licencing and clients
« on: September 23, 2014, 12:31:05 pm »
Ok.
Thanks for clarifying that.

A possible future "feature" for 2D Toolkit:
Add a small file which a developer can safely delete before sending work to a client.
The client would then have to buy 2D Toolkit to restore the missing file to get the project to build.
This way, a developer does not have to delete the whole 2D Toolkit folder, just the one file.

On a side note:
Thanks a lot for such a great plugin.
It's without a doubt the best 2D system I've used for Unity.
It's clear that you understand 2D well, and probably have a lot of experience with pre-Unity 2D systems :)

12
Support / Re: Licencing and clients
« on: September 23, 2014, 11:31:46 am »
Thanks for the feedback.

Just to clarify:
"You can't resell the source to 2D Toolkit."

Does this mean I have to remove 2D Toolkit from the Unity Project before I sent it to them?

If so, will it not break prefab references or classes derived from 2D Toolkit classes?

13
Support / Re: Licencing and clients
« on: September 23, 2014, 09:56:14 am »
Hi
Does anyone have an answer for my question in the post above?
Thanks

14
Support / Licencing and clients
« on: September 11, 2014, 09:20:50 am »
Hi

Please let me know if the following is allowed (or if not, what options are available):
You created a game using 2D Toolkit then a client wants to buy your game's source code to make a similar game.
Are you allowed to sell them the source code, provided they buy licence(s) for 2D Toolkit?


15
Showcase / Love Dodge Trailer
« on: July 25, 2013, 10:24:31 pm »

Love Dodge was made in Unity and uses 2D Toolkit.

http://www.youtube.com/watch?v=3O8FsuRpiG0



Pages: [1] 2