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Messages - Madrayken

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1
Support / Re: Scaling different between two sprite sets
« on: November 19, 2014, 08:15:25 pm »
One thing that could be responsible is that the 'inv ortho size' for the two sprite collections is vastly different-> One is 1.0 and the other is 0.1 (the weirdly bigger sprites).

[Edit: That was it. I didn't realise the Ortho size was set differently between the two! I don't remember changing it!]

2
Support / Scaling different between two sprite sets
« on: November 19, 2014, 07:58:02 pm »
I have 2 sprites - both near identical in size - in two different sprite sets (say 'MonsterBits->MonsterHead' and 'PlayerBits->PlayerHead'. I am finding that they display at vastly different sizes, despite the scaling being (1,1,1) in the sprite set, the instances of the sprites and the parent Transform.

If I, for example, switch the sprite in the editor from one sprite set to the other, it alters its size enormously, indicating that there is something intrinsic in the sprite set itself that is re-scaling things.

I'm really stuck and would rather not do any kludging to make them work.

Any ideas how this can happen?

Many thanks for any suggestions.

3
Support / Re: Moved to Unity 4.x - now can't access the sprite editor
« on: December 11, 2013, 11:59:23 pm »
Aha! It worked if I reset the windows. Thanks so much - I'd never have thought of that.
I was upgrading from the final 3.x to the most recent Unity. tk2d is on 2.3.0.

4
Support / Moved to Unity 4.x - now can't access the sprite editor
« on: December 11, 2013, 05:58:00 pm »
Each time I attempt to access the sprite editor I keep getting this message:

Code: [Select]
SpriteCollection 'GuiSprites' - Upgraded from version 3
UnityEngine.Debug:Log(Object)
tk2dSpriteCollection:Upgrade() (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteCollection.cs:613)
tk2dEditor.SpriteCollectionEditor.SpriteCollectionProxy:CopyFromSource() (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorProxy.cs:22)
tk2dEditor.SpriteCollectionEditor.SpriteCollectionProxy:.ctor(tk2dSpriteCollection) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorProxy.cs:17)
tk2dSpriteCollectionEditorPopup:SetGenerator(tk2dSpriteCollection) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditorPopup.cs:234)
tk2dSpriteCollectionEditor:OnInspectorGUI() (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteCollectionEditor/tk2dSpriteCollectionEditor.cs:61)
UnityEditor.DockArea:OnGUI()

I can't edit the sprite sets now, which is a bad thing! Even creating a new set exhibits the same issue.
For the record, I've reinstalled the tk2d package as well, and that didn't fix it, either. My entire project is in C#, if that is useful to know.
Any help very much appreciated.

5
Support / Re: Sending a TextMesh a string with a newline...
« on: October 08, 2013, 04:16:59 pm »
Perfect! Thank so much. I would never have guessed that!

6
Support / Sending a TextMesh a string with a newline...
« on: October 08, 2013, 02:52:40 am »
Hiyo,

I'm trying to get a multi-line text box working with my externalised strings (for localisation purposes). I'm sending the TextMesh strings like this: "Death be\nnot proud." and then calling Commit().

The text is updating, but the newlines are not being interpreted correctly. I've tried toggling 'Formatted', 'Inline styling' etc, but nothing seems to work. Any suggestions?

Many thanks.

7
Cool! Thanks for that! I really didn't want to add a bloated gui/text library just for this one thing.

8
Support / Re: UI events clashing with main game input
« on: August 08, 2013, 08:40:40 pm »
I cleared this up myself.

1) Do all your input caching for your main game in Update() not FixedUpdate() or you'll sometimes miss events. Store them somewhere if you plan to use them in a FixedUpdate()-frequency function
2) t2dkUIManager.PressedUIItem will be set at the point where you're interacting with a UI item. If you test and find it positive, kill your stored events.
3) Ensure that the Execution Order of your script non-GUI event handler is correct, coming AFTER the t2dkUIManager.

I hope that helps people out a little bit.  :)

9
Support / UI events clashing with main game input
« on: August 08, 2013, 07:06:01 pm »
Hi folks,

I have some buttons overlaid on my screen. Pressing the buttons does stuff, as does pressing the screen.
How do people make activating UI elements block screen-touches/mouse-clicks in the rest of the game?
So far, I have added code to every button click message, setting a 'blockAllInput' flag that the rest of the game checks. This still seems to allow the game's touch input for around one frame.
Any suggestions?

10
Yes. In general, this function (or one like it) would return the size of the mesh so we could, for example, scale a speech bubble mesh around it. At the moment, this is actually impossible, and means I'm looking for other solutions with other packages (which is just silly). At the moment, the existing function just lies!

11
Did this ever get resolved? I'm running into the same problems now, and the neither the tooltips, nor the autocomplete options indicate that this is any different to how it was back in Frebruary.

12
Support / Re: Trying to control animation frames: Version 1.92
« on: June 05, 2013, 03:19:49 pm »
Aha! Thanks for that. It worked. Out of interest, how do people usually control the speed of a walk cycle when the character's speed is variable? Getting it to synch based on constantly tweaking the fps seems exceedingly complicated.

13
Support / Trying to control animation frames: Version 1.92
« on: June 05, 2013, 12:48:26 am »
Hi folks,

I have a character who walks left and right while bobbing up and down a little based on a nice flattened sine-wave. I am trying to use SetFrame() to pick the frame based on how far through the sine wave he is. I do this every Update() in order to ensure that he's always forcing a specific frame.

This seems to work while I stick to the same 2-frame clip. As soon as I switch to another clip, he starts automatically looping his animations at 30fps, and never returns to the original, specific behaviour, even when he returns to that particular clip. I want TOTAL control over which frame is playing at any time. Is this a bug?

Furthermore, does SetFrame start from 0 or 1?

14
Support / Re: Understanding draw calls
« on: February 04, 2013, 11:57:57 pm »
I'm using the default fog in the renderer settings. As for turning on normals, I'm was doing it because I had read this post:

http://unikronsoftware.com/2dtoolkit/forum/index.php?topic=915.0

(Of course the normals are for the lighting, and nothing to do with the fog). I'm just trying to get pre-mult alpha working with fog... and maybe a basic light colour later on (one step at a time).

15
Support / Re: Understanding draw calls
« on: February 04, 2013, 10:56:08 am »
I'm now using tk2d/PremulVertexColor and it seems to work.

There is a slight issue in that I had adjusted the shaders to use 'Linear' fog (and used the Normal Generation = Normals Only, as suggested elsewhere). This works perfectly if I use a non-PreMul-alpha shader, but leaves a big box if I use premultiplied alpha. Are fog and pre-multiplied alpha incompatible?

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