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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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Showcase / Re: WIP metroidvania style pixel art game
« on: May 07, 2013, 10:03:40 pm »
Very cool stuff! Love the fluffy creatures.  ;D

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Support / Re: Get the current frame playing?
« on: March 15, 2013, 02:56:43 am »
Wow, a big thank you for all the information you've given me. That totally was what I needed. I finally managed (somehow) to get it to work! :D

I had to calculate which frame corresponded from the GoingUp animation and the GoingDown one. Using a little bit of math it worked. I guess it would of also worked using the current time of the animation . I'll prob make an extension method for this to implement it in an elegant way. Cheers. :)

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Support / Re: Get the current frame playing?
« on: March 15, 2013, 12:34:51 am »
Quote
You can't get the current frame directly, but you can get the current clip time, and use that to play with the other clip.

For my case I tried it and it doesn't work. The DOWN animation uses the same animation frames as UP, but reversed. So if I get the current clip time, the frames do not match. Like this :



So if I say Play("TongueCircleUp", 0.03) it will start at frame 0016 , and Play("TongueCircleDown", 0.03) it will start at frame 0122. What I need is for both animations to start at the same frame.

How would I go to acquire the current frame of a clip?

Quote
You can set the animation loop mode to once, that will play it once and stop?

Can I change the animation loop directly in a tk2dAnimatedSprite using code? I haven't found a way to do it inside the documentation page. I ask this, because I would like to make the animation to play in a loop mode when you press a key, and once you stop pressing a key, the wrap mode goes to once and stop. Would that be possible?

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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.

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Quote
Basically a second tilemap (single layer only) that is only visible when a modifier key is pressed. While the key is pressed, it also puts the mouse cursor in "pickup" mode - most of the time you'll be picking something from it.
Another shortcut key to paint into it.

Wow.. sounds like a really awesome idea. A nice efficient workflow when designing levels. The no scrolling part would really be ideal.

Glad my suggestion might of help out a bit. Can't wait to see it in action.  :)

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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. :)

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Support / Re: Reorganize Tileset Palette ?
« on: February 15, 2013, 06:44:51 am »
Oh yeah that would work well. Working on smaller level games so that is cool. :)

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Support / Re: Reorganize Tileset Palette ?
« on: February 14, 2013, 05:26:54 pm »
Ha ok! No problemo on that part.

Yeah I was thinking about creating the palette directly in the tilemapeditordata object. Very clever way of doing it. :) Makes a lot of sense to do it this way. Like a Palette layer. :D

Awesome in hearing that Rearranging will be coming in the future tilemap. Do you think it will be some sort of drag and drop just to make things easy and quick?
In any ways, I'm sure it will be cool and efficient. :D


Thinking about this, just had another question. Is it possible to copy/paste layers from a tilemapeditordata object? Say you want to copy/paste it to a new scene. (With the object using the same tileset and dimension as the previous one). Just wondering about that option.

As always, thanks for the very quick and detailed replies. Makes 2dToolkit that much more awesome. :)


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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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Releases / Re: 2D Toolkit 1.90 beta 2
« on: January 19, 2013, 08:32:02 pm »
Woah, nice upgrade! Thanks for all the hard work. :)

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If anyone finds this question, I was able to use raycasting for my problem. I posted a script and video here if you are curious.

Youtube Link - [ link ]

Script Link - [ link ]

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That is what I was thinking. Big 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?




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Showcase / Re: Stackout - a game for GPI's retro Unity Contest
« on: January 07, 2013, 07:47:47 pm »
Wow, gorgeous visuals! Congrats on the development of the game so far. :)  ;D

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