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Messages - amaranth

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1
Support / Re: Premultiplied white shader?
« on: March 12, 2013, 01:08:48 am »
Hi, I am looking for a 2d shader that flashes a sprite white. Is there a link to it somewhere?

2
Support / Re: Ugly Edges
« on: October 02, 2012, 08:08:29 pm »
I'm having the same problem, but I have a new version of PhotoShop (CS5.1). When I save something as a PNG, it always has a white background in Unity. When I looked at your spider image, it has a black background in Unity. Did you do something in PhotoShop to save alpha as black? Or is this something done in Unity? Most of my images have little white pixels around the edges where the sprite should be transparent in Unity.

3
Support / Re: What next?
« on: March 16, 2012, 10:12:57 pm »
Oh gosh, I didn't know you were that close. Awesome! :)

4
Support / Re: how to create texture for font?
« on: March 16, 2012, 05:18:56 pm »
Found it! Thank you, unikron! :)

One quick note: I was using the tutorial in tk2dManual.pdf inside the project. It didn't show exact steps, but I just found your nice tutorial below. It had the steps I needed.
http://unikronsoftware.com/2dtoolkit/doc/tutorial/Preparing_a_font.html

5
Support / Re: What next?
« on: March 16, 2012, 05:14:43 pm »
I've spent the last five years making tile-based games. I highly suggest looking at how the RPG Maker series manages tiles, especially autotiles. RPG Maker has a huge audience behind it, and I believe this is because tilemaps are extremely fun to make in the editor.

I've seen a lot of game creation kits try to implement tile-based editors, but they're all pretty cumbersome when put next to the one in RPG Maker.

The best thing to do is download the latest version of the editor and check it out.
http://www.rpgmakerweb.com/product/rpg-maker-vx-ace

If you need any tilesets for testing, I have dozens of them. Just let me know and I'll send them your way. Big note: system is based on 32x32 tiles (or 4x4). Not sure how much of a problem this would be.

6
Sprite Collection interface update? Nice! :)

7
Support / how to create texture for font?
« on: March 16, 2012, 05:12:52 am »
I'm very confused about how to create a font.

1. I've exported a font from BMFont. The file is called sample.fnt
2. I dragged sample.fnt into the Project Window.
3. I created an empty material and dragged sample.fnt into the Bm Font field.
4. I'm stuck! How do I create the Texture for the font?

8
Support / bug? change element > sprite name doesn't update in scene
« on: March 16, 2012, 12:59:28 am »
Not sure if it's me or a bug...

1. Create sprite collection.
2. Drag cloud1 into Texture Refs.
3. Commit.
4. Click on the button to the left of Element 0 and select crate from the list.
5. Click Commit.
6. Create a new scene and create a sprite.
7. In the Sprite drop-down list, the crate is called "cloud1"

My workaround: return to sprite collection, set Element 0 to nothing, commit, set Element 0 to crate, commit.

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