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Showcase / Lone Ghost & Cat - My first Game Ever! [Web Game]
« on: May 07, 2014, 08:18:52 pm »
Hello. I've just released my first game ever!  ;D



You can play the game here : [ link ]

It's quite exciting to be able to share this with you. I would like to take the time to thank the 2D Toolkit crew. A big part of reaching this goal was with the huge help of 2D Toolkit. Helping me focus more on the game then the tech gave me the possibility to learn new skills, like art and music. :) The excellent customer service is something you don't often see in this world. I'm still a noob.. but when I was noobier, starting out, they took the time to answer questions I posted in the forums and even explain techniques that weren't related to the framework. Thanks for caring and sharing valuable knowledge!

2D Toolkit ROCKS! :) Can't recommend them enough. Keep up the awesome work. Ultimately helping more people to make more games. :D

Thanks for reading me. <3
 

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Support / Get the current frame playing?
« on: March 14, 2013, 08:37:54 pm »
How do you go about at acquiring the current frame being played?  Here is my problem :



I am using frames for the tongue bit going in a curve, and the handle animation. When you press UP or DOWN, the animation plays, then you don't press anything it stops. For the tongue curve part, I simply do Anim.Pause(); And when you press a key it does   Anim.Play("TongueCircleUp") or Anim.Play("TongueCircleDown").

When you use Play() it restarts to the first frame. So in my case, the best thing would be to use PlayFromFrame (int frame) So that there is no animation skip. But I am not certain how to acquire the frame that is currently being played.

Is there a function to acquire that data? It would be highly useful.

Also, is there a way to make the animation play until the last frame in the clip? Say, Play the animation once, then stop. This is mainly due for the handle animation, since the little guy jumps, it looks odd with him in mid-air. I guess if I could acquire the frames playing, I could do play until last frame then pause(); Two birds, one stone deal? :)

Thanks in advance.

3
Support / Suggestion Tileset: Ctrl+Left click to select appropriate layer
« on: February 24, 2013, 08:36:41 pm »
Here is a suggestion I just had pop-up into my head. Not sure if it is possible, but it could really improve the

workflow.

I've been doing a lot of levels with the Tileset Editor using a Palette layer for a custom palette to quickly grab the

tiles I need (like you suggested to do, which works really well!).  Like this :



Everything works well, except the switch to the right layer to grab the right tile is kind of a little bottleneck. If

the scene is complex enough, it can become more of a drag. You need to keep clicking on the right arrow box to select,

then go back to the right layer. Bit like this [this is a GIF file so might take time to play the animation]



So this got me thinking. Why not do like the Layer system in Photoshop. When you have a very large PSD file, it's really

ideal to just crtl + left click to get the right layer instantly. It basically selects the layer with the top most

Pixel... think it could maybe be done in the editor?

Here's a GIF mockup of how Crtl + left click would speed things up (again can take time to play the animation) :



Crtl + Left click to grab the appropriate layer, and right click to grab the right tile(which we already have) would be

heaven. Hehehe. Hope this could be something that happens. :)

Also, this would be a very quick way to see what is in which tile. Say you have a lot of tiles, instead of doing hide/unhide to all the tiles, which can take long, you can just crtl + left click to quickly see what corresponds to which layer. Just to make the Tileset editor even more awesome. :)

4
Support / Reorganize Tileset Palette ?
« on: February 14, 2013, 04:32:34 am »
Is there a way to re-organize the tiles in a tileset palette? Right now the automatic atlasing and tilset palette workflow is great, just it would be more convenient to create levels if the tiles would be in a certain order.

A bit like this :



Is there a way to edit it? Thank you! :)

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I know this question is not really related to 2D Toolkit, but is there a way to "know" which side of a box collider from a 2D sprite that was hit (top, bottom, right, left)?  Since this is really basic stuff for everything, I would suspect it would be much easier to figure out.  :o Maybe there's a function in 2DToolkit that gives you the information about the sprite?

Been looking everywhere to find an answer but it can't seem to find it. Would it be better to just go with raycasting?




6
Support / Offset Specific Frame in Sprite Animation
« on: November 28, 2012, 08:16:58 pm »
Is it possible to offset ( X and/or Y) specific frames in the animation sequence?

Currently this is what I see when I use my character frames :


I would like to be able to put a Y offset for walk_01 frame to give a more dynamic feel to the walking sequence. Like this :



Is there a way to do the offset in the Sprite Animation editor? Right now the only method I found was to add an empty (0.01% oppacity) pixel in the frame, but that is not ideal when creating dynamic animations.

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Support / Possibility to change Y offset of Layers in TileMap?
« on: November 20, 2012, 01:03:58 am »
When I change the Y offset of a certain layer, the second the game runs the Y offset is reset to 0. Is there an option to turn this off? (only for that particular layer)

The reason I am using y offset, is so I can use a single tile for small objects that will be placed on the bookshelves but also use it to place it on the floor.

Example:

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Support / Tilemap - How to acquire the string info from a tile?
« on: November 08, 2012, 08:16:10 pm »
How would you code-wise get the information of particular tiles? Say I want to use that string field to add different information to the tile.
When there is a collision with a tile I want to check its property.

Solid, non-solid, ice, breakeable, slow, hurtful , poison, etc. (Things that would not make sense to prefab, etc.)




Or maybe it could be cool to have the possibility to add properties fields to tiles. A bit like Unity does with tags.

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