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Messages - flying_hamster

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1
Support / Re: Tilmap editor - Black lines flickering
« on: July 19, 2012, 08:56:49 pm »
I emailed you a link to an unity package with what I am using. Hopefully that helps. Cant do much more then that.

2
Support / Re: Tilmap editor - Black lines flickering
« on: July 19, 2012, 07:21:00 pm »
Yes they are at the tile boundaries.

3
Support / Re: Tilmap editor - Black lines flickering
« on: July 19, 2012, 06:49:06 pm »
There are 4 layers. I am not sure where to find the edge filtering mode? The pad method is set to extend and thats about all I changed in the collection.

4
Support / Tilmap editor - Black lines flickering
« on: July 19, 2012, 06:15:53 pm »
When I create the tile map everything looks fine, but when you play the game as you move about the game I get these black lines where the edges of tiles are (see screen shot). Is there a way to fix this? My textures are premultiplied.

5
The collection has to be outside as well? Thats quite a pain. We already made sure all the source textures were out of there a while ago.
Well thanks, at least we have a solution.

6
My team is having a problem with this. Despite what you say here, all the source textures used to build the atlases are being built into our project. The only way we were able to stop them was to delete there existence in the project entirely for the build. Which took our project from 610MB to 187MB. A huge difference. I am wondering if we may be doing something wrong?

1.7 patch 2

7
Support / Re: tk2sSprite - adjust alpha
« on: April 22, 2012, 10:41:24 pm »
No I didnt and that worked perfectly thanks!  :D

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Support / Re: tk2sSprite - adjust alpha
« on: April 22, 2012, 09:15:41 pm »
I am attempting to use alpha (with the code above) to fade out some things, and all is going well except Text. It wont fade the text. It shows in the inspector during run time as .1 alpha, but in the gameplay scene it is still full alpha.

Not sure what Im doing wrong here.

9
Releases / Re: 2D Toolkit 1.70 beta 2
« on: April 19, 2012, 03:56:48 pm »
I cant say it sounds ideal to have a separate scene to create the tilemaps in order to have them in prefabs. However it also doesn't sound like the worst possibility. I assume that you cant delete the tilemap in your separate scene once your done if you ever want to edit it again?

I do like the fact that the prefab is just a mesh and not the entire tilemap system to deal with in every scene. Especially since there would be multiple.

Over all I think it can suit well enough.

10
Releases / Re: 2D Toolkit 1.70 beta 2
« on: April 18, 2012, 04:51:03 pm »
Were you able to implement being able to have Tilemaps in prefabs in this update?

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