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Messages - nikolic

Pages: [1] 2
1
Showcase / My Number - a simple arithmetic game for Android
« on: September 02, 2013, 10:55:49 pm »
I have finished my first free game for Android using 2D Toolkit. The game requires basic arithmetic skills but is not complex at all.

https://play.google.com/store/apps/details?id=com.opanaklab.mynumber

Any feedback and comments are greatly appreciated.

Thanks,
Marko

2
I guess you already have some of these, but here is the complete list of the devices I own:

ARMv7
Samsung Galaxy Note
Samsung Galaxy S2
Samsung Galaxy Ace Plus
Samsung Galaxy Mini 2
Samsung Galaxy Tab 10.1

ARMv6 (work with Unity)
ZTE Skate
Samsung Galaxy Y
Alcatel OT-990

The following devices are not mine, but I access those almost every day at work:

ARMv7
Sony Ericsson Arc S
HTC One X

ARMv6 (work with Unity)
Samsung Galaxy Ace
Samsung Galaxy Mini

--

If you are interested in only couple of these, I will be happy to test your project for free.

Note for ARMv6
Not sure if you'll go with ARMv6 at all, but in my experience, ARMv6 based devices are good enough if your game is not too cpu/gpu complex.
My two games, both 2D and not too complex, work without any issues on ARMv6 phones listed above.
Of course, if you use Unity4, these phones are out.

3
Support / Re: number of lines in tk2dTextMesh
« on: February 18, 2013, 05:08:07 pm »
This is not correct way to count number of lines.
Word wrapping breaks the lines between the words, thus there are many "wasted" horizontal pixels left.

Have you tried to count number of '\n' characters in already formatted string?

4
Support / Re: Deleting demo folder breaks 2D Toolkit
« on: February 11, 2013, 11:30:28 pm »
Go to http://unikronsoftware.com/2dtoolkit/forum/index.php/board,4.0.html, pick a version you want and download file named 2dtoolkitxxx_src.unitypackage. Those packages contains only source code.

If you haven't done that already, you'll have to register your copy of 2D Toolkit in order to access that part of the forum.

5
Support / Re: animating sprite.color
« on: January 21, 2013, 06:02:47 pm »
Have you tried HOTween? It's free and it's superb.

Here is a single line of code which changes sprite color to another color in 1 second.

Code: [Select]
HOTween.To(spr, 1.0f, new TweenParms().Prop("color", new Color(0.24f, 0.63f, 0.35f, 1.0f));

6
Support / Re: HOTween fade
« on: January 06, 2013, 03:04:17 pm »
Here's the simplest use of HOTween for fading out the sprite:

Code: [Select]
tk2dSprite spr;
float time = 1.0f;
HOTween.To(spr, time, new TweenParms().Prop("color", new Color(1.0f, 1.0f, 1.0f, 0.0f)));

In the other thread's example there should be two methods named UpdateTextMesh and FadeOutCompleteLevelRendered. You should know a bit about .NET delegates and casting in order to implement UpdateTextMesh. If that confuses you, here's how you can make use of .NET anonymous methods:

Code: [Select]
tk2dSprite spr;
float time = 1.0f;
HOTween.To(
   spr,
   time,
   new TweenParms()
      .Prop("color", new Color(1.0f, 1.0f, 1.0f, 0.0f))
      .OnStart(
         () =>
         {
            // insert code to execute on start of tweening (this is optional)
         })
      .OnUpdate(
         () =>
         {
            // insert code to execute on each update (this is optional)
         })
      .OnComplete(
         () =>
         {
            // insert code to execute when tweening completes (this is optional)
         }));

If you want to fade out a tk2dTextMesh instance, you will have to call Commit inside OnUpdate.

If you want to fade out multiple sprites/textmeshes/... (or tween any other property) at the same time with single call to HOTween.To you can also use OnUpdate. Here's an example for fading out two textmeshes and a sprite at the same time:

Code: [Select]
HOTween.To(
   txt1,
   time,
   new TweenParms()
      .Prop("color", new Color(1.0f, 1.0f, 1.0f, 0.0f))
      .OnUpdate(
         () =>
         {
            txt1.Commit();
            txt2.color = txt1.color;
            txt2.Commit();
            spr.color = txt1.color;
         }));

7
Support / Re: Dynamic Sprite Creation problem
« on: December 15, 2012, 10:53:41 pm »
You have to move sprite collection data file into \Resources folder in the project hierarchy in order to make this work.

I suggest you create a prefab for the character head and instantiate it in start() method of a script. You can initially move the sprite off-screen and simply change its position when needed.

If there are more character heads in the scene, I suggest you use the same prefab, instantiate the sprite and set spriteID for each character in start() method.

8
Releases / Re: 2D Toolkit 1.80 + patch 3
« on: December 05, 2012, 09:22:29 pm »
I haven't updated 2D Toolkit recently. I'm still using 1.76 final + patch 3.

In the Asset Store there is a note: Needs Unity upgrade to version 3.5.6.

Is there any 3.5.6 specific Unity feature/improvement you're using in the latest 2D Toolkit version?
Does this mean I shouldn't use the latest toolkit version as I'm still using Unity 3.5.3f3?

9
Support / Re: Sprite Collections Not Working
« on: October 28, 2012, 10:39:56 am »
You should not attach sprite collection to any object. Instead, do the following in the Project panel: Create -> tk2d -> Sprite Collection.

Once you commit the collection, start creating sprites in the Hierarchy panel: Create -> tk2d -> Sprite.

10
Support / Re: How do I manually WordWrap my text in a Text Mesh?
« on: August 09, 2012, 10:34:41 pm »
p.s. I don't think you can change the size in code just yet, but there is a decent interface for it.

Yes, it works. I use it in code.

11
Support / Re: Tint & Loop Sprite
« on: July 24, 2012, 06:25:30 pm »
Try to change "color" property of sprite instance instead of changing "r", "g", "b" and "a" values individually.

12
Support / Re: How to resize a sliced sprite from script
« on: April 28, 2012, 08:09:48 am »
If I set the dimensions property to a new Vector2 with that value, nothing happens. The sprite doesn't change. I've tried calling Build() immediately afterwards -- nothing. I can see the value changing in the debugger, but the sprite in the game is not resizing.

I change sliced sprite size by changing dimensions property in scripts and it works without calling Build() or any additional methods. And I use this feature extensively.

I have 2D Toolkit Version 1.7 beta 2.

13
Support / Re: What next?
« on: March 16, 2012, 12:08:06 pm »
I agree with unikron. I would like if 2D Toolkit remained light as possible so I always know what's under the hub. It should not turn into game engine and force us to use certain software architecture.

14
Support / Bug inside BMFont (not inside 2D Toolkit)
« on: March 12, 2012, 02:20:23 am »
I found the bug in the exported BMFont xml file and think I should share as I believe it's not so easy to track down.

I included very small character subset (only digits and few letters) and there was no kerning between the characters inside the exported atlas. The generated xml was not valid and it had to be corrected manually. 2D Toolkit tried to parse it as BMFont text file and found no characters.

Instead of:

Code: [Select]
<kernings count="0" />
BMFont writes:

Code: [Select]
<kernings count="0">
Hope it might help someone.

15
Support / Re: What next?
« on: March 11, 2012, 11:02:14 pm »
I vote for:

  • Integrated multi platform support (different atlases for different platforms, automatically loaded in)
  • More GUI elements and improvements (2D Toolkit isn't really meant to be a large-scale GUI solution, but no harm in having more GUI elements)

At the moment 2D Toolkit has everything I need to finish my game. I'd be happy to see what is listed above in next few months when I go iOS path.

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