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Messages - jeong1135

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1
Support / Re: Alpha masking sprite(s)
« on: January 03, 2014, 12:18:27 am »
Thank you for the prompt response as always, Unikron. You are my hero!

Could this approach be simplified if I create two separate tk2dSprite objects with separate SpriteCollection (possibly with two cameras)?

If this theory is valid, I guess I just have to wait for the group registration to get my hands on that alpha mask code. I hope 2 cameras won't drop performance significantly on iOS devices.

I'm very devastated by the steep learning curve of shader, especially with Shaderlab with lack of publications related to the topic.

2
Support / Alpha masking sprite(s)
« on: January 02, 2014, 03:00:40 pm »
Happy New Year 2d Toolkit!

I spent days searching for solution to this but I could not just find the right answer.

http://2dtoolkit.com/forum/index.php/topic,3336.msg16153.html#msg16153

This came quite close to answering my question. Unfortunately, the link at the answer expired.

Here is a picture that describes the situation.



Given the alpha mask, one material should be drawn inside the mask and the other material should be drawn outside the mask.

Can this effect be achieved using shaders and 2d Toolkit?

If the solution is non-trivial, are there any helpful links for reference?

Thank you.

3
Support / Splitscreen with tk2dCamera using Normalized View Port Rect
« on: August 21, 2013, 04:37:19 pm »
Hello,

I'm trying to make a split screen with two cameras, but I can't come up with desired effect with tk2dCamera while I could pull it off with regular Unity Camera.


Here is the image that explains this better. This is a game screen that is not edited.

Thank you in advance.

4
Support / Re: Accessing individual sprite from tilemap
« on: August 09, 2013, 08:33:13 am »
I chose to go for black sprite. Thank you.

5
Support / Accessing individual sprite from tilemap
« on: August 08, 2013, 04:19:16 am »
Again, I'm completely in love with tk2dtilemap. Thank you for such a wonderful tool.

I'm generating my 2d dungeon out of JSON script, mostly using bunch of tk2dtilemap SetTile() and Build().
As a dungeon crawler, when you go from room A to room B, there needs to be a transition that scrolls the map.

Here is my question:

Room A and Room B data are held separately but drawn on the same Tilemap. During room transition, I need to fade out Room A and fade in Room B.
How do I get a hold of this collection of sprite data after SetTile() which returns nothing?

Thank you always for prompt support!

6
Support / Re: Tilemap Layer scripting
« on: August 04, 2013, 04:50:17 am »
Turns out I was using it wrong.

I was trying to use layer for each generated dungeon while layers are more used for z indexes of different tiles.

In that context, it would make sense that Layers cannot be modified in script just like width and height of the tilemap.

Thank you for the response fsadeq.

7
Support / Tilemap Layer scripting
« on: August 04, 2013, 02:44:36 am »
Hello, this is my first post  ;)

Even though tk2dTileMap is still in beta, I find it extremely useful and decided to use it for my procedurally generated dungeon.

I've read the post that width and height of the TileMap cannot be modified with script and this is okay since there isn't much overhead with large empty tilemap.

Can layers be added in script? If so, is there any overhead for having too many layers, like up to 100?

Thank you.

8
Releases / Re: 2D Toolkit 2.1 final
« on: August 03, 2013, 09:49:51 am »
Absolutely love the tutorial! I just bought 2D Toolkit yesterday (lucky me for buying it right after the tutorial came out) and with it I started from zero knowledge and with just an hour of reading tutorial I'm in great shape. I am definitely looking forward for other parts!

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