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Topics - codejoy

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Support / Strange sorting issue with my tilemaps and images in the scene.
« on: October 25, 2015, 10:17:52 am »
So it is like the tile map in my level just stopped caring about sorting layers.  I introduced this bug but I am not sure how, best guess was I was trying to get my game working on my mobile. It was not rendering the tilemap when my tiles had a sprite/diffuse on it (I wanted some simple point lights to brighten up areas of the level).     Somebody on stack over flow helped with an answer:

http://gamedev.stackexchange.com/questions/109976/unity-2d-diffuse-sprites-not-rendering-on-mobile/110120#110120

This answer (as can see above I posted in comments a lot) proved to only semi work on mobile and really messed up things that to me shouldn't of messed up.  Mostly with rendering.  I noticed things were flipped and I had to scoot backgrounds of my tilemap from -0.1 to 0.1 to get them behind the other pieces of the foreground of the level etc.   This is fine and worked, the other problem I noticed though was that now a lot of images i had in my level that were supposed to be drawn in front of the background and behind the platforms and foreground are now just being drawn in front of everything.  It is strange as I have my sorting layers all set:

Background of tilemap sorting layer is set to Background (and the zoffset is 0.1 for the background)

My foreground or where my platforms are has a sorting layer six layers above background.  My sprite images in level that are not tilemap but that I want to show up infront of background but behind platforms is set to some sorting layer after background and before Platforms.  Yet it all renders infront of the tilemap.  (Attached image).  I am going nuts trying to figure this out, it was working fine and I know it is something I did but I have no idea where to begin looking and I need to learn for the future what might of caused this.




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Support / Wiped out snap somehow.
« on: July 20, 2015, 10:51:47 pm »
So my snap was working great with this 2dtool kit, i could lay down a level which had the tiles at 100x100 pixel size.  The c haracter (about 80pixels tall) could go through the door ways not hit head etc.  Now I wanted to switch up my physics so I got the Corgi engine from the asset store, and it imported settings must of messed up something cause now the metrics are off. the way the tiles lay down and snap its like 20 pixels to low and my head gets stuck, where can I play with these snap values to try to remedy this?


3
I have no idea how to do this in unity.  Basically I have water tiles in my tile map that I want to actually render on a different layer which I can do that, but it obviously covers up anything behind it.  Instead I want it to alpha blend so it acts semi transparent.

No ideas where to start on this.  If it had a sprite renderer i could figure it out since it is a 2d game, but the way the tilemaps are built with just a mesh renderer in unity5 I am not sure how to go about doing this.



4
Support / Using 2d tool kit to build a speechbubble...
« on: April 16, 2015, 06:23:10 pm »
I am not sure but it seems like this is something it could do with how the fonts can be text meshes.   Wouldn't know where to start though.  I would love a speech bubble that looks like this (attached) it was created at this link here:

(its sort of an 8bit retro lo res speech bubble with a font to ultimately match)
The size of the bubble would be dynamic to match the text in it...

Here is how i created the bubble...

http://wigflip.com/ds/


I guess worst case scenario I would create one for all my text and just put it up as a sprite. *shrug*



5
Support / text mesh doesnt see my font
« on: February 10, 2015, 07:45:12 am »
It could be a wonky with my svn server, but upon checking my code out and opening my project.  I have a folder called Fonts which has the fonts i created in tk2d all there, and yet when I open my scene and create a new text mesh the only options I have in font are the default ones and not the one I created.  Is there a refresh somewhere I have to do so it sees and lets me select the font?

6
Support / Tile Palette not showing up
« on: January 15, 2015, 03:39:07 am »
So i got some new art assets done and a new tileset, so I was going to rebuild my tilemap using it.  I created a new sprite collection with a sprite sheet, and then attached it to my new tile map.  Though no matter how many times I do this the tile palette never shows up. (screen shot attached).  I get an error from the editor too that says:

Asset 'Assets/__DELETED_GUID_Trash/49ff595c8a68d39408fee51e706c9066' is in assets but has no assettimestamp...

Not sure what I am doing wrong..attached is what my palette looks like.  Suggestions?




7
I took the plunge and got this 2d toolkit in hopes of solving my slow down issues with my 2d game running on Ouya.    I am spending my saturday night trying to mash it into all the code I have had running in my old game (one that loaded from TMX levels).  I ditched loading from tmx levels and am just trying to get this working from the ground up.  I can start drawing a map...but two things that I need to get my workflow back is this:

a) I see where I can set a physics2d material, this is great but it sets ita cross the map, I want to split the colliders up later so I can cordon off various parts of the colliders with different materials.
b) Then I also have sprite/diffuse material of various colors/settings/ I would like to apply to some tiles and not others.  How can I do this after (or before) I build the map?
c)  Finally, I like a parallaxing effect can I get this with the tilemap editor and some magic with the orthographic camera? Or can I set it to perspective and some how arrange various layers to do this effect automatically?
d)  how can i go back and edit/muck with a sprite collection and sprite sheet.  I think I selected bilinear and want point filtering but cannot find out where to find/set that again so mypainted tiles are painting with blinear tiles...just cannot figure out what item i need selected for the menu to show up or where the menu is.

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