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Messages - midasmax

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1
Support / Re: Getting Started
« on: July 18, 2013, 04:44:41 am »
What exactly about tk2dCamera is causing you problems?

Here is my quick way for working with it:
  - decide on the resolution of your game, be it 480x320, or 960x640, etc. This is your native resolution.
  - make all your assets, calculations, movements, based on this resolution
  - if you want to support a different resolution, make use of the overrides. Everything should *just work*.

Tip: It helps to get a hold of 2D Toolkit 2.1 Beta, it makes the overrides make a lot more sense.

2
Support / Re: Text Mesh jumps down slightly when text added in script
« on: July 13, 2013, 09:37:29 pm »
Does it happen for strings of all lengths?

3
Support / Re: Zooming in while maintaining UI position?
« on: July 13, 2013, 02:44:23 am »
Sample 6 is probably in TK2DROOT/tk2d_demo

4
i keep getting this error  -  "NullReferenceException: Object reference not set to an instance of an object "

Could you post the full output of that error message, especially the line number and the script which it's referring too. Also, if you could either copy the offending line, or the whole script? It would make it easier to nail down.

What I think is that you have not added the Tk2dSpriteAnimator script to whatever object you are trying to animate. Check your inspector to make sure you can see a Tk 2d Sprite Animator (Script) component on your Game Object.

5
Support / Re: Visible separation between two background sprites
« on: July 11, 2013, 02:45:28 pm »
Thanks guys!

I do apologize for not sourcing it out in the FAQs sub-forum prior to posting it here. I'll be sure to check that place out if I run into any issues first the next time! I actually did a search on the forum for "separation", but should have thought about "gap" too ;)

All the same, I really appreciate the help and advice. The dwellers of this forum are really nice, prompt, and helpful. Thanks so much!

6
Hi there!

What you could do is get ahold of the tk2dSpriteAnimator object:
anim = GetComponent<tk2dSpriteAnimator>();

Next, you can access the array of clips in the animator in the clips field:
anim.clips

The script reference is here:
http://www.unikronsoftware.com/2dtoolkit/docs/2.10/html/classtk2d_sprite_animation.html

Hope this helps!

7
Support / Re: tk2dUIManager camera - separate camera?
« on: July 11, 2013, 05:20:03 am »
Thank you to both of you for your advice!

I think I've gotten the hang of it! The demos certainly helped a lot!

8
Support / Visible separation between two background sprites
« on: July 11, 2013, 03:26:51 am »
Hi there,

I'm trying to create a tile-able background image. The background is 960x640, but when I place two Sprites next to each other, there appears to be a visible separator line between the both of them.

Here is a zoomed in image from the editor


And this is the game view window:


Any idea how I might fix this?

Update:
So I think I've fixed it! I changed the Filter Mode from "Bilinear" to "Point" in the Sprite Collection Settings. This seems to work!

9
Releases / Re: 2D Toolkit 2.1 beta 1
« on: July 10, 2013, 04:48:36 pm »
Thanks for the tips! The import worked fine!

Playing around with the new overrides interface in the editor! It appears that there is a difference between using exact resolutions, and using aspect ratios in Game View, and how it interfaces with the Force Resolution checkbox! :)

10
Releases / Re: 2D Toolkit 2.1 beta 1
« on: July 10, 2013, 01:41:28 pm »
Hi guys,

Exciting release! Thanks for the hard work! :)

I was wondering what is the best practice for updating from 2.00 to 2.10? I initially did the 2D Toolkit Package import from the Asset Store. I assume that since 2.10 Beta is not on the Asset Store, I will have to download and use the unitypackage and manually import it. What should I look out for prior to doing this? Do I simply go ahead, or do I need to erase the existing folders/package first?

Also, after importing, do I have to restar the editor?

Thanks!

11
Support / tk2dUIManager camera - separate camera?
« on: July 10, 2013, 01:34:01 pm »
Hey everyone,

I'm getting started with using tk2dUI for handling GUIs. Based on the documentation online, it makes use of an Orthographic camera. I'm currently using a tk2dCamera to handle everything on my scene, and if I use thattogether with a BasicButton everything works.

But if i create a separate Orthographic camera, the button no longer responds to clicks. I was wondering if that's even necessary in the first place (having a separate camera), and if so, what is the best practice for doing so?

Thanks!

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