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Messages - tzamora

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1
Support / Rotate tile with z key
« on: December 01, 2013, 01:37:25 am »
Hi. I love the tilemap feature, but I would like to add a feature.

In this tool Tiled, each time I press the key z the tile is rotated to the right. Thats is 90 degres to the right;

Thats all. I would like to know if this request is possible to do now, and If true, then I would like some guidance as to were could I put this code.

Thanks :)

2
Thanks!
Sorry to ask but how do I email support? Just post a message in the private support forum?

3
Hi, I've been working on a game where I want to use Tiled with 2d Toolkit. But I'm having some problems.

This is what I'm doing.
1. I create a simple map in Tiled (using the desert example) and I draw a map of 2x2 tiles.
2. I draw a "square" using only one tile, rotating each tile using the z key to rotate it.
3. I create a new project in Unity with 2DToolkit.
4. I create a SpriteCollection and create a spritesheet using the desert image that comes as an example.
5. I create a new tileMap in the scene. This step gives me an error, saying the following:

NullReferenceException: Object reference not set to an instance of an object
tk2dTileMap.Awake () (at Assets/TK2DROOT/tk2dTileMap/Code/tk2dTileMap.cs:107)
UnityEngine.GameObject:AddComponent()
tk2dTileMapEditor:Create() (at Assets/TK2DROOT/tk2dTileMap/Editor/tk2dTileMapEditor.cs:1267)

6. I omit the error and continue importing the .tmx file

Finally what happens is that the tiles aren't rotated. They appear as if they weren't rotated by the z key command in Tiled.

They should appear like this:

https://www.dropbox.com/s/mjzy9u3zytfvmgk/Screenshot%202013-11-26%2021.18.31.png

Some hints to see if I could check the code to fix this? Thanks :) I will share a link where you could find the project with all the assets if you would like to repeat the process:

Edit: Removed link  - please only post links to projects in the private support forum

4
Support / Inverse of depth mask.
« on: November 19, 2013, 06:58:17 pm »
Hi, I would like to "inverse" the functionality of the depths mask, this means that instead of hiding the sprites when they are inside them, they show the sprite.

The idea is that the sprite is invisible, i cannot be seen normally. But, when it slowly enters the depth mask, it will reveal part of the sprite.

Is this posible with the current mask?

I think i've seen some of this functionality in the ScrollView of  NGUI. What it does is that the list only displays what is seen by this mask, any more than that will be clipped (I think is this what is called no?)

Thanks in advance, great great product.

5
Releases / Re: 2D Toolkit 2.2 final
« on: September 09, 2013, 06:43:39 pm »
great, I love you!!! ...

Unikron, I dont know if this is the place to ask this but .....

What do you think about the new 2D features in unity 4.3?

I love 2dToolkit, it has been my plugin-partner in my jams and my ludum dares and in my job and everything !!

so, if you allow me to ask? in a simple response, what do you think about it? ... please remove this comment if you feel like it, I just want to hear your opinion and what do you see for the 2d toolkit future.

Thanks.

6
Releases / Re: 2D Toolkit 2.1 beta 3
« 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 :)

7
Support / Get list of clips names in my tk2dAnimatedSprite
« on: March 29, 2013, 05:36:55 pm »
Is there a way to get the list of the clip names of my tk2dAnimatedSprite maybe accessing its tk2dSpriteAnimation.

Thanks :)

8
Support / Use SetTextureOffset in 2dToolkit
« on: March 25, 2013, 03:59:25 pm »
Is there a way to use Material.renderer.SetTextureOffset to scroll 2dtoolkit sprites?

If not is there a similar way in 2dtoolkit to achieve the same functionality?

Thanks a lot  ;D

9
Is there a way to move a single tile in my tile map while I'm editing it?

Thanks  :)

10
Support / Re: How can I change the sprite? Help me plz
« on: March 01, 2013, 12:29:43 am »
tk2dSprite img = GetComponent<tk2dSprite>();
tk2dSpriteCollectionData spriteCollection = (tk2dSpriteCollectionData) Resources.Load ("World1", typeof(tk2dSpriteCollectionData));
img.SetSprite (  spriteCollection, "test" );

Just to confirm, in this example the "World1" name referes to a sprite collection? Does this code works to change the sprite collection of a sprite at runtime?

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