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Messages - wagenheimer

Pages: 1 [2] 3
16
Support / Fit Height - Which resolution?
« on: July 08, 2014, 05:26:54 pm »
I'm using tk2dCamera with Fit Height Override!

I'm using a tk2dSprite as a Background. My question is :

I want to support alll Iphone/Ipad/Windows and Android Tablets resolutions. I keep the usable area of my background to 4x3 proportion so I will not have any problem, with FitHeight it will cut out the borders which are not visible. My question is :

Which resolution (proportion and pixels) should I create my backgrounds to fit most of available devices (and avoid black borders)? Anybody have an advice?

17
Support / Saving and Loading TileMaps
« on: June 25, 2014, 08:59:25 pm »
Hi!

I didn't found in editor how to Save/Load a Level using Tk2d TileMap!

Do I need to create a Scene for Each Level, or it's possible to load levels dynamically?


18
There is movement for the camera (it follows the player), but no scale.

19
I simply want my camera to be locked on the edges of my TileMap (I don't want to show any empty space). Someone managed to make it work?

20
Support / Change Sprite Collection on Runtime
« on: June 04, 2014, 05:59:46 am »
I need to change my sprite Sprite Collection in Runtime... what is the correct way of doing this?

I need to pass tk2dSpriteCollectionData do SetSprite... Should I put all my tk2dSpriteCollectionData on Resources Folder and use Resources.Load() when needed?

What is the correct way of doing this?

21
Support / Re: Shader Question
« on: May 29, 2014, 02:54:41 pm »
Hi!

My email is wagenheimer@gmail.com!

Much better with your texture thanks!

But what Kind of texture I need to use with Background?

22
Support / Re: Shader Question
« on: May 28, 2014, 02:04:07 pm »
Hi JamesZhan!

Thanks for the Shader Code! But unfortunately I was not able to make a nice looking effect with it... Maybe I'm using the wrong textures. Did you have an example scene where are you using it?

Thanks!

23
Support / Re: Shader Question
« on: May 23, 2014, 03:02:56 pm »
I was able to create some similar effect using this shader, https://www.assembla.com/code/devworld-unity/subversion/nodes/113/trunk/NovusDawn_UnityProject/Assets/Xffect/Shaders/xf_heat_distortion.shader

But it is not mobily friendly, I got very low framerates on Android and iOS when Using It!

Would you mind to share your shader to I test it?

24
Support / Re: Circular Progress Bar
« on: May 21, 2014, 09:15:24 pm »
Try this one :

Edit: Link removed - don't share links containing tk2d source outside the private forum.

25
Support / Re: Shader Question
« on: May 21, 2014, 08:37:40 pm »
Hi! Good Question! =)

Today I was doing research on this, but unfortunately have not found anything. I want to achieve an effect like the FireCracker explosion on this Video : http://youtu.be/78DQGgMNzJw?t=4m7s

It's an explosion effect which distorts the background! I think what you want is similar to this!

I will post here if I find something, please if you find something, keep me informed! =)

26
Support / Re: Shine effect like this one!
« on: May 07, 2014, 03:24:49 am »
The first ways is not bad, but I will need ton of images to animate all my sprites, and I think it's not a good idea.

Quote
The other way I would try would be writing a custom shader that uses another textue input for a gradient, a float value for completion percentage and simply a screen space uvw mapping. It's not that difficult but I'm not entirely sure if it's needed for this case as I can see from the example video the sprites' shine is also being triggered separately as well.

Seems interesting, but I have no idea of how to achieve this! I'm new to Unity and Shaders world! Would you be interested a paid work for this? =). I can pay with Paypal, if you have interest please make your price! =)

27
Support / Shine effect like this one!
« on: May 06, 2014, 02:49:54 pm »
How can I achieve a Shine effect like this one using TK2D?

You can see it on this video : Foward it to 2:00
https://www.youtube.com/watch?v=ERgtbv14jjI

You can see a Shine effect (It comes from Upper Left and goes to Down Right) when the mouse is over the tokens.

I can simulate something similar using a Additive copy of the sprite, clipping it, but this way I can only animate from up to down or left to right, I cannot animate it animate it diagonally.

Anybody have any idea of how can I achieve an effect like that?



28
Support / Re: Is it possible to skew a sprite?
« on: May 06, 2014, 02:22:12 pm »
Set the anchor to Lower Center and change it's Scale Y.... I think this will give you what you want.

29
Support / Help with Camera
« on: April 14, 2014, 02:25:38 pm »
I need this behavior is this possible?

- I created the game using 1920x1080 resolution. 1,77 proportion.
- If the proportion is smaller, I want it to "cute out" the borders out to fit the proportions! This already works, I set "Fit Height" on Tk2dCamera.
- But, if the proportion is bigger, actually it add black borders to it, and I do not want it! I want instead of adding Black Borders that it Stretch the current Camera to fit the whole screen.

To sum it up :
- Keep the Height Proportion, cutting out the borders if is need, or stretch it if need instead of adding black borders.

Is it possible?

30
Support / When the Sprite Textures are Loaded?
« on: April 11, 2014, 05:34:30 am »
I do have a sprite which I use as Background Texture.

But, I use the same scene for all my levels, and I change this Sprite Texture on my Custom Level Loading function which executes on the Start Method of the scene!

What did happens under the hood?

1) It loads the current sprite texture (already set on editor on design time), and after load the new texture I set for it? (Two Texture on Memory)
2) It will not load the default sprite texture, only the texture I set for it on Start function?

How to achieve the 2?

Thanks!


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