Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mezcaholic

Pages: [1] 2
1
Support / Re: Game does not display properly in webplayer
« on: February 01, 2013, 04:47:24 am »
Well, I tracked it down.  I am loading a puzzle from a test file right now and this does not work from the webplayer.  If I disable that and just instantiate an empty board it displays just fine.  I'll figure out how to get that to work or a way around it.  Thanks and apologies for the fire drill.

-E

2
Support / Re: Game does not display properly in webplayer
« on: February 01, 2013, 04:32:23 am »
I am using UnityVS which doesn't seem to like the webplayer and I don't know how else to debug.  All I can think of is that the Mono available to the webplayer is not on part with the desktop.  So maybe using, partial classes or method extensions or something else I use in my Sudoku code compiled separately isn't agreeing with it.  I'll try to see if it makes a dump file somewhere to get more clues.

-E

3
Support / Re: Game does not display properly in webplayer
« on: January 31, 2013, 07:38:22 pm »
I tried turning off the background first, and then I put the sprites at the same z level as the background and still no dice.  They just won't show up on the webplayer but just fine on desktop.

I don't get it.  I'll keep digging but it's not making sense.

-E

4
Support / Game does not display properly in webplayer
« on: January 31, 2013, 02:12:17 am »
My game has no issue in desktop(PC) deployment but on the webplayer it only displays my background sprites.  I've attached two images for clarity.  The background is a GameObject that has a 2k2dSprite prefab component. The gamplay piece is a GameObject with a few prefabs of its own.

Doesn't make sense why the gameplay doesn't show up but maybe it is something obvious.

Thanks for any help,
-E

5
Support / Re: How to implement rotating puzzle pieces (a noob's odyssey)
« on: January 30, 2013, 03:36:36 am »
Ok, it looks like Input.GetAxes is what I am looking for.  I'll report back with what I find.

-E

6
Support / Re: How to implement rotating puzzle pieces (a noob's odyssey)
« on: January 29, 2013, 11:58:39 pm »
Yes, it is an illusion.  Though the buttons don't track mouse movement, they only have up down events so I am not sure how I would go about getting those values.  Is there a way for me to track down the movement of the mouse or fingers in a specific region?

Everything else I have working fine with the buttons but the don't need to feed movement to the control, they just need to know they have been pressed.  I apologize if this is a very basic question but I'm not sure how to do that.  I'm still digging around trying to find what I need.

Thanks,
-E

7
Support / Re: How to implement rotating puzzle pieces (a noob's odyssey)
« on: January 29, 2013, 04:14:11 pm »
Ok I have my 2d 3D carousel and now I need to animate it.  The real intended audience for this is touch enabled devices.  They should be able to touch any where along the control and swipe left or right to spin it or depress the front facing sprite to select it.

Thing is I don't really know how to approach this.  I can put an invisible button on the front facing symbol but how do I get continuous live control for the spinning part?  I'll post to unity forum as well as I know this is not really a 2dtoolkit issue but any insights from the 2dtoolkit user base would be greatly appreciated.

Thanks,
-E

8
Support / Re: Spaces between sprites under different resolution.
« on: January 29, 2013, 03:58:35 pm »
Saigon, I had a similar problem.  Try going to you sprite collection and edit. Select all of the sprites you want to have next to each other and change the pad method to Extend.  I am using the beta your mileage may vary.  Hope this helps.

-E

9
Support / Re: How to implement rotating puzzle pieces (a noob's odyssey)
« on: January 28, 2013, 03:53:44 pm »
Yeah, I found out the hard way.  :)  But I learned a bit more in the process.  I was able to modify my code to work with the given coordinate system.  It was really only and issue where I try to layout tiles from an array of data.  Everywhere else it's very natural to use that system.

Thanks,
-E

10
Support / Re: How to implement rotating puzzle pieces (a noob's odyssey)
« on: January 27, 2013, 03:29:41 am »
Is there an easy way to setup the tk2dCamera so that the origin is at the top left and positive Y is down?

-E

11
Support / Re: How to implement rotating puzzle pieces (a noob's odyssey)
« on: January 25, 2013, 03:59:12 pm »
That's it, I am at 100% feature parity with what I had in XNA plus I have a dynamic background.  Your toolkit is awesome and your support is even better.  I have the buttons implemented and invisible overlaid my board cells.  I'll figure out how to attach them to actions I need.

Now to another bit of functionality.  I need to create 2 custom controls. The first is a carousel control for the symbols that can be placed in the cells.  I have a vision for what I want but I don't know the best way to implement it.  The control should be 3D or at least appear 3D.

Is it best to actually place the carousel pieces with Z depth for the 3d Control?  Would I need a separate camera for that since my main camera is ortho? If so how do I combine the outputs of the 2 cameras? 

If an actual 3D control is not practical I can simulate it with scaling and vertical offsetting and I think I can figure out the rest.

As always thanks for your help unikron,
-E

12
Support / Re: How to implement rotating puzzle pieces (a noob's odyssey)
« on: January 25, 2013, 05:03:55 am »
Ok, I switched to tk2dCamera and my coordinates are good now.  The gaps are gone since I followed the instructions at the link you passed me.  I am looking through your button code to try to get something going with that.

Main problem I have right now is that my animations are too small.  At 1920 x 1080 I have to scale them up 400 x and y to get them to the anticipated size.  When the resolution goes up or down from there there are gaps again.  Not the one pixel something funny is going on gaps more like I need to scale those things again.  I was expecting the size of my sprites in pixels to translate to actual pixels.  I'm definitely doing something wrong.

-E

13
Support / Re: How to implement rotating puzzle pieces (a noob's odyssey)
« on: January 23, 2013, 07:30:33 am »
Yup, I have that part working now.  I just have to skin my knees a bunch but I'm picking up speed.  Things are looking pretty good.  I've changed to project to a Sudoku game, similar layout.  But now I want to group my tiles in mini grids.  I have the code working, it's essentially code I had running on XNA.

However, in XNA the 2DTexture used screen coordinates to draw with.  I found a utility function on the Unity forums that said it did the screen coordinate conversion.  I had to modify it for it to somewhat work for me.  You replied to that post saying that you had added a utility function as well that handled different camera types and such. What's the name of it?

Also, my scaling is not working properly.  In XNA I had everything lining up regardless of screen res, but currently I have gaps between the tiles of my mini grids.  I guess I need to figure out how to derive the proper scaling in the local bounds.

Anyway thanks a bunch, things really are progressing and I find your toolkit to be everything that has been advertised.

14
Support / Re: How to implement rotating puzzle pieces (a noob's odyssey)
« on: January 22, 2013, 07:02:32 am »
Ok progress.  I guess setting up my public prefab variable as a Transform was a no no.  I have set it up as a tk2dAnimatedSprite and at least I am getting results that I would expect.  The current plan is to create a list of my animation objects and then in my OnGUI routine create invisible buttons over each of these.

Then key the animations off of clicks on these.  If there are better ways to do this I would appreciate a heads up from anyone really.  Also, if this is not the proper forum for these kinds of questions let me know too.  I don't want to gum up the works.

Thanks,
-E

15
Support / Re: How to implement rotating puzzle pieces (a noob's odyssey)
« on: January 22, 2013, 06:32:27 am »
Looks like I am having another issue.  When I instantiated my prefabs before I was not collecting the returned object.  I'm using C# btw.  So I created a tk2dAnimatedSprite called mySprite and then I did something like

mySprite = (tk2dAnimatedSprite) Instanciate(gridCell, Vector3.zero, Quaternion.identity);

This give me a bad cast error, so then I changed it from tkwdAnimatedSprite to (Transform) and I get past the cast but when I try to use the animation it says there is no animation attached to the Clone.  So if I instantiate a bunch of prefabs clones how do I go about addressing them and manipulating them?

This is probably something basic but I kind of stuck at this point.

Thanks for any help.

-E

Pages: [1] 2