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Messages - Copywright

Pages: [1] 2
1
Support / Re: New Unity 2D Tools this fall
« on: August 29, 2013, 02:58:34 am »
This could be monumental for 2DTK. A bunch of what if on the Trello Roadmap has been made native. What that means is that we get more 2D features after integration. Isometrics, lighting, mesh deformation, etc.

There will be problems with the 2D system, I'm sure unikron will find places where improvement is needed.

Everyone is already counting tk2d out, I'm actually excited for what's next after integration.

2
Support / Re: Making Sprites with 2dtk
« on: May 05, 2013, 05:25:20 pm »
I hope didn't expect tk2D to actually make the art assets for you...

The benefits of the software are on the asset store and on the unikron homepage. If you wanted to actually make pixel art then, I'd say get GraphicsGale.

I personally found the video tutorials pretty helpful...

3
Support / Re: Mesh colliders not updating with frames
« on: May 01, 2013, 07:15:43 pm »
Ah, I got it. It's not much of a problem, I wanted to play around with pixel-perfect collisions, but it's not that important. I'll switch to box colliders until that release then! Thanks for the support!

4
Support / Mesh colliders not updating with frames
« on: May 01, 2013, 05:19:18 am »
Hey,

I set up a large collection of sprites with 2DColliderGen, and it made some great mesh colliders for them. I play them in unity, but the meshes don't update based on the frame and sprite currently playing.

I get no errors or anything in the console. Any idea how to fix?

5
Support / Re: Chaining Animations
« on: April 21, 2013, 02:07:27 am »
Thanks for the help! Also, it'd be possible to set triggers on animations for when game objects containing compound colliders should be set active/inactive?

6
Support / Re: Chaining Animations
« on: April 20, 2013, 03:16:26 am »
Hm, can you explain how exactly I'd implement this? What I gather is having an FSM for combos, and switch the the animation playing based on the previous and current states. Instead of just one animation for the complete combo, I'd chop the chains into different clips? Would I be able to have a trigger at the end of the animation, that'd be used to check the state in the combo FSM, and transition to the next chain?

Is this what you mean, or am I missing this entirely? If you could explain a bit more, or reference with psuedocode, I'd be grateful!

7
Support / Chaining Animations
« on: April 19, 2013, 10:47:52 pm »
Hey,

I'm preparing sprites for a fighting game, and I have a quick question about how to best handle animating combos in tk2D. I imagine that I'd have the whole combo in one animation and have triggers to check if what's needed to go onto the next chain in the combo is fulfilled (ex, pressing attack once plays only the first chain defined by the trigger in the animation editor, pressing attack twice gets you to the second chains, etc.).

However, I just wanted to ask if there'd be a better way to handle this. Thanks.

8
Support / Re: Sprite Sorting
« on: March 30, 2013, 11:59:38 pm »
How will this work in collision detection? The sprite will have to be on the same z value to hit each other, so whart would be the best way to do this?

Would it be something where if Sprite1.y  < Sprite2.y, Sprite1.z -= Sprite2.z, and the colliders are at 1 z-value? Or am I just thinking about this the wrong way? Any suggestion how use Z sorting, while keeping movement and collision working?

9
Support / Re: Sprite Sorting
« on: March 30, 2013, 08:11:32 pm »
Well, think is, I'm not exactly sure how I'd be able to handle all the layers. I was thinking of doing something where when the player moves, the layer of the sprite will change based the position and layer of the other sprite's feet (or other base). However, would the layers pile up with bigger scenes? Unity layers are limited in #, right?

I just want to know all my options for implementation.


10
Support / Sprite Sorting
« on: March 30, 2013, 04:01:58 pm »
Hey,

I've been trying to implement a method for sorting sprite based on the position of their feet. I was going to do something with layers, when the position of the sprite's feet will determine what layer/depth it's on, but playing with the layering could make collision detection problematic.

I was wondering if you guys had any solution for working out sprite sorting, in a beat-em-up sort of way. All beat-em-ups I see made in Unity with 2D graphics are all fully 3D (Legend of Dungeon, another by an admin at TIGSource), and I want to know if there's a way around going completely 3D.

Any help is greatly appreciated! Thanks in advance.

11
Support / Re: Flipping sprites
« on: March 05, 2013, 10:36:20 pm »
Yeah, I just started using that. The problem now is how choppy the animation is when moving left and right. Any way to fix this, or is this more an art asset problem?

12
Support / Flipping sprites
« on: March 05, 2013, 02:53:09 am »
Hey,

I'm sorry to bother with such a seemingly simple problem, but I'd like a quick solution. I just discovered the flipping function in tk2d, this whole time I've had animations for right and left. I fixed it, but I ran into a problem with FlipX:

Code: [Select]
public void PlayerAnimation()
    {
        playerAnimation.anim = playerSprite;
        playerAnimation.AnimationName = "Idle";

        if (playerMovement.physicalMoveDirection.x > 0)
       {
           playerAnimation.AnimationName = "Walk";
       }
        else
            if(playerMovement.physicalMoveDirection.x < 0)
            {
                playerAnimation.AnimationName = "Walk";
                playerBaseSprite.FlipX();
            }

        playerAnimation.AnimationPlayer();
    }

I'm just looking for FlipX to happen only once. Sorry if there's a really simple solution I'm just missing, I really appreciate the help. Thanks in advance.

13
Support / Re: 2D Toolkit 2.0 Backwards Compatibilty
« on: February 03, 2013, 03:48:59 pm »
Well, I think that not being backwards compatible isn't a very big deal, if conversion is still possible. As long as there's a way to convert all things 1.9 to 2.0, I'd be fine with it, especially with some of the planned features you have in mind for 2.0.

14
Support / Re: IndexOutOfRangeException while calling animation
« on: February 03, 2013, 03:45:54 pm »
Yeah, This is my fault, I'm sorry! I guess I didn't save while making all those new animation clips before closing Unity last time. I remade them, and it works fine now. :) Thanks.

15
Support / IndexOutOfRangeException while calling animation
« on: February 03, 2013, 01:22:28 am »
Hey,

I'm trying to get a running animation to play when a key is double tapped. When I double tap the key, I get this error:

Code: [Select]
IndexOutOfRangeException: Array index is out of range.
tk2dAnimatedSprite.Play (Int32 clipId, Single clipStartTime) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dAnimatedSprite.cs:353)
tk2dAnimatedSprite.Play (Int32 id) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dAnimatedSprite.cs:312)
AnimationManager.AnimationChecker (System.String animationName, .tk2dAnimatedSprite anim) (at Assets/Scripts/AnimationManager.cs:62)
AnimationManager.Update () (at Assets/Scripts/AnimationManager.cs:51)

I'm not too sure why, since I'm using the same code for my walking animations, which still work with the code. here's where I call the animations:

Code: [Select]
public class AnimationManager : MonoBehaviour {

public InputManager inputManager;
public tk2dAnimatedSprite animSprite;
public string nameAnimation;


// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

if(inputManager.keyName == "Left" && inputManager.hasDoubleTapped == true)
{
nameAnimation = "leftRun";
}
else
{
if(inputManager.keyName == "Right" && inputManager.hasDoubleTapped == true)
{
nameAnimation = "rightRun";
}

}

if( inputManager.keyName == "Down" && inputManager.hasDoubleTapped == true && inputManager.isLookingLeft == true)
nameAnimation = "leftRun";
else
{
if( inputManager.keyName == "Down" && inputManager.hasDoubleTapped == true && inputManager.isLookingRight == true)
nameAnimation = "rightRun";
}

if( inputManager.keyName == "Up" && inputManager.hasDoubleTapped == true && inputManager.isLookingLeft == true)
nameAnimation = "leftRun";
else
{
if( inputManager.keyName == "Up" && inputManager.hasDoubleTapped == true && inputManager.isLookingRight == true)
nameAnimation = "rightRun";
}

if (!animSprite.IsPlaying(nameAnimation))
{
AnimationChecker(nameAnimation, animSprite);
}


}

public void AnimationChecker(string animationName, tk2dAnimatedSprite anim)
{
nameAnimation = animationName;

int clipID = anim.GetClipIdByName(nameAnimation);
anim.Play(clipID);

}

}

It's basically supposed to change the animation name based on whether which key is double tapped. The function was just to make an easy way to change the string into a clip ID, then play it. What's the error with my code that's causing this?

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