2D Toolkit Forum

2D Toolkit => Releases => Topic started by: unikronsoftware on July 19, 2013, 10:41:18 pm

Title: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 19, 2013, 10:41:18 pm
Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://unikronsoftware.com/2dtoolkit/docs/2.10/migration_guide.html

Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.10


What's new

Bug fixes and improvements
Title: Re: 2D Toolkit 2.1 beta 3
Post by: fsadeq on July 20, 2013, 01:54:28 am
Scrollable palette, woo-hoo!! As always, thanks much for the updates.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: hippocoder on July 20, 2013, 02:47:47 am
Great :)
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 20, 2013, 10:46:24 am
@fsadeq - can you help try to break the tilemap editor in the ways you could before, please? That is the last thing I'm still testing before releasing the final version.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: fsadeq on July 20, 2013, 01:34:54 pm
Yup, no prob.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: fsadeq on July 20, 2013, 03:21:51 pm
I can't seem to break the prefab values being saved thing..which is great! Also haven't replicated the extra chunks bug either. Seems solid to me, except for one tiny thing:

For whatever reason, my (H) and (J) keyboard shortcuts in the tilemap don't work. They're supposed to flip the tiles, but they seem to only work some of the time (and that's after manually clicking the icons in the toolbar).
Title: Re: 2D Toolkit 2.1 beta 3
Post by: chall3ng3r on July 20, 2013, 07:34:57 pm
Thanks a lot. Been waiting for that tutorial :D

One small suggestion. Please put all the game downloadable files, graphics + code in one zip file on the first page of the tutorial, so we don't have to hunt for links in tutorial pages.

I will soon be following the tutorial to make this "Hello World!" game :D

Thanks,

// chall3ng3r //
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 20, 2013, 11:27:56 pm
@chall3ng3r - initially thought of doing that, but we're going to be updating the code as the tutorial progresses, so the code you get on a particular page is relevant to that page mostly. What I'm thinking of doing is though, at the end of each part, to have a zipped Unity project containing the final result. It'll help as reference in case you made a mistake following the tutorials. Maybe we can have a "downloads" section for each page - that could help in some way.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: scrlklk on July 21, 2013, 12:42:45 am
Hi, when will the 2d toolkit UI support playmaker?
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 21, 2013, 12:18:08 pm
Hi, when will the 2d toolkit UI support playmaker?

I've added a couple boxes to the roadmap trello for more Playmaker support. Please vote on them, and they will be picked up for the next release if there is enough interest.
https://trello.com/b/UfqlXqXy/2d-toolkit-roadmap
Title: Re: 2D Toolkit 2.1 beta 3
Post by: fsadeq on July 21, 2013, 03:41:27 pm
I can't seem to break the prefab values being saved thing..which is great! Also haven't replicated the extra chunks bug either. Seems solid to me, except for one tiny thing:

For whatever reason, my (H) and (J) keyboard shortcuts in the tilemap don't work. They're supposed to flip the tiles, but they seem to only work some of the time (and that's after manually clicking the icons in the toolbar).

I've actually managed to have the prefab instances lose their values again. Problem is, I have no idea how I did it. Could have been any number of steps before I committed the tilemap.  :(
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 21, 2013, 10:01:49 pm
I'll look through the code once more. There are VERY few places this could possibly happen now, and I can test each path to make sure.  I was concentrating on all the undo stuff in the last release.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: GameDragon on July 22, 2013, 07:27:14 am
I can't seem to enable Viewport Clipping no matter what I do. Also the tk2dcamera resets things like Depth and Inherit settings if I try to change the clear flags.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 22, 2013, 10:46:53 am
Can you post in the private support forum with a bit more details about that, please? I'm going through the last few bugs in 2.1 and I'd like to sort this out ASAP if possible.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: tejón on July 22, 2013, 09:29:03 pm
When I edit "Pixels Per Meter" or "Zoom factor" on the tk2dCamera, the clipping frame displayed in the scene view automatically adjusts its width... but not its height.

Also, it looks like "Origin: Center" actually sets the origin to bottom-center.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 22, 2013, 09:50:52 pm
Is it because you have an override? What are your native and preview resolutions?
Title: Re: 2D Toolkit 2.1 beta 3
Post by: chall3ng3r on July 23, 2013, 12:17:51 am
Yes,

at the end of tutorial full download of project would be great!

Thanks,

// chall3ng3r //
Title: Re: 2D Toolkit 2.1 beta 3
Post by: tejón on July 23, 2013, 10:37:10 am
No, I'm just an idiot. ;D I was viewing the wrong axis pair (XZ instead of XY) and the clipping plane depth lines on Z happened to match an approximate 16x9 ratio against width lines on X.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: CliffCawley on July 23, 2013, 12:15:45 pm
I just upgraded one of my games to use the latest 2d Toolkit.

I was using:

         int cameraPosX= (int)_gameCamera2d.ScaledResolution.x;
         int cameraPosY= (int)_gameCamera2d.ScaledResolution.y;

And now get:

error CS1061: Type `tk2dCamera' does not contain a definition for `ScaledResolution' and no extension method `ScaledResolution' of type `tk2dCamera' could be found (are you missing a using directive or an assembly reference?)

What's the equivalent in this release? I checked the upgrade guide but didn't see it mentioned.

Thanks,
Cliff
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 23, 2013, 12:41:52 pm
I missed that in scaled resolution :( I'll add that back in the next release marked as obsolete. Wasn't intentionally removed.

ScreenExtents & NativeScreenExtents are the ones you want now - theyre rects, so use width & height
Title: Re: 2D Toolkit 2.1 beta 3
Post by: CliffCawley on July 23, 2013, 12:43:47 pm
I missed that in scaled resolution :( I'll add that back in the next release marked as obsolete. Wasn't intentionally removed.

ScreenExtents & NativeScreenExtents are the ones you want now - theyre rects, so use width & height

Cheers :)
Title: Re: 2D Toolkit 2.1 beta 3
Post by: TekuStudios on July 23, 2013, 12:52:00 pm
2DT 2.1 final will be compatible with Unity 4.2, right?
Title: Re: 2D Toolkit 2.1 beta 3
Post by: CliffCawley on July 23, 2013, 12:53:16 pm
I'm running it with 4.2 right now and it seems to be fine :)
Title: Re: 2D Toolkit 2.1 beta 3
Post by: TekuStudios on July 23, 2013, 01:05:04 pm
Nice, thanks for the quick answer :)
Title: Re: 2D Toolkit 2.1 beta 3
Post by: korn3l on July 24, 2013, 10:59:04 am
Are the resolution overrides implemented different now ?
It doesn't work when I set resolution to match any height or width (-1).

Quote
From documentation:
int    width
    Screen width to match. Set to -1 to match any width.
int    height
    Screen height to match. Set to -1 to match any height.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 24, 2013, 11:01:26 am
@korn3l - that is incorrect in the docs, I've fixed it for the next release. The one you want is above it - matchBy
set that to MatchByType.Wildcard to detect any resolution.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: korn3l on July 24, 2013, 11:25:15 am
What happens if I want to match only by width or only by height?

Is this feature dropped ?
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 24, 2013, 11:28:01 am
Didn't see any use for it which couldn't be handled by wildcard + "Fit Height" / "Fit Width".
What do you use it for? I can put it back in easy enough.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: korn3l on July 24, 2013, 11:39:14 am
I guess you are right. For my needs it works ok with wildcard and fit height.

I'm thinking that feature could be used for some specific overrides e.g. -1 x 480 "Fit Height" and 640 x -1 "Fit Visible"
You can't do that anymore I guess.
But I don't know if someone uses that anyway, so it works fine for now. Thanks for the reply.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: CliffCawley on July 24, 2013, 12:58:31 pm
Really enjoying this beta release. I haven't played with the UI or the TileMap till now and it blew me away. I didn't realise what you'd done but it looks great!

My only final request is when adding attachment points, we can choose position and rotation. Can we also choose a z offset? I.e. On some frames I want my attached object to be behind the sprite, while on others I'd like it in front. (I.e. simple layering).

Perhaps just a checkbox for 'Set behind' as I noticed that the existing z pos is -0.05, so just a toggle to set it to 0.05 ?
Title: Re: 2D Toolkit 2.1 beta 3
Post by: snowgamander on July 25, 2013, 02:04:33 am
Following the Whack a Mole tutorial. Static Sprite Batcher seems to make the background not show up when running it on my windows phone. Works in the game view and web player or if I don't use the static sprite batcher.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: korn3l on July 25, 2013, 08:48:06 am
I really enjoy the Anchor Point feature, but it would be nice if you could select to manual set rotation. For example if you have an arm that is attached to the body using the anchor points and you want to set the arm to point to the mouse cursor. In this case you would want the anchor point to change only the position and not the rotation.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 25, 2013, 09:56:57 am
I really enjoy the Anchor Point feature, but it would be nice if you could select to manual set rotation. For example if you have an arm that is attached to the body using the anchor points and you want to set the arm to point to the mouse cursor. In this case you would want the anchor point to change only the position and not the rotation.

Hi, we'll certainly update the behaviour in the future, but for now - feel free to create a copy and modify it. It is a really really simple class - tk2dSpriteAttachPoint, and you can easily add a bool to ignore rotation. The data is more or less guaranteed to not change, so you should be good making a copy and modifying this class.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 25, 2013, 10:06:21 am
Really enjoying this beta release. I haven't played with the UI or the TileMap till now and it blew me away. I didn't realise what you'd done but it looks great!

My only final request is when adding attachment points, we can choose position and rotation. Can we also choose a z offset? I.e. On some frames I want my attached object to be behind the sprite, while on others I'd like it in front. (I.e. simple layering).

Perhaps just a checkbox for 'Set behind' as I noticed that the existing z pos is -0.05, so just a toggle to set it to 0.05 ?

We want to get this right - we'll have a way of sorting things manually in a later release :) There may be a new feature in the next release to help with this.
Title: Re: 2D Toolkit 2.1 beta 3
Post by: tzamora on July 25, 2013, 10:36:55 pm
I have been checking the tile map and everything seems pretty good. Grat Work!!.

Do you think It would be possible to select a single tile and have an offset, from its position. Right now the tiles are arranged exactly in the position it meant to be drawn but what happens if I would like to do something like: "Hey I would like to move this and only this tile 5 pixels to the left".

Do you think this could be possible.

Thanks :)
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 25, 2013, 11:14:18 pm
You can't do that - it will require storing a lot more information and increase the memory footprint quite a bit. You can position them as normal sprites though - that should just work
Title: Re: 2D Toolkit 2.1 beta 3
Post by: Dgizusse on July 26, 2013, 05:34:42 pm
Having a tk2dCamera in a scene keeps marking the scene as dirty.

When the camera is NOT selected, commenting out everything in UpdateCameraMatrix stops making it dirty.
If the camera is selected, even with the code commented, it gets dirty. (But it doesn't get set dirty because of GUI.changed)

(BTW shouldn't the Update() call in UpdateCameraMatrix be in editor only?)

Thanks a lot!
Title: Re: 2D Toolkit 2.1 beta 3
Post by: unikronsoftware on July 26, 2013, 06:11:59 pm
This is far more messy than it should be for one reason - There is no way to detect if a camera is using a custom projection matrix or not. i.e. orthographic could be true, and a custom projection matrix could be set up to make it perspective, or even worse. I'll look into improving it in the next version.