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Messages - hromoydron

Pages: [1] 2
1
Support / Re: Image format
« on: August 24, 2013, 01:48:12 pm »
thanks.

2
Support / Re: Committing Sprite Animations Does Not Show In Anim Lib
« on: August 23, 2013, 10:50:45 pm »
If I correctly understand your problem- try in upper menu : 2D Toolkit > Rebuild Index

3
Support / Image format
« on: August 23, 2013, 07:01:49 pm »
What image format is better to use for Sprites? (platform IOS)

4
Support / Re: Don't see all animations
« on: August 20, 2013, 11:25:23 pm »
It helped. Thanks!

5
Support / Re: Don't see all animations
« on: August 20, 2013, 10:53:41 pm »
No, how I can rebuild the index?

All animations have unique names.

6
Support / Don't see all animations
« on: August 20, 2013, 10:30:23 pm »
Why in Inspector in Sprite Animator I don't see all my sprites animations? (I have over 40 but see only 30)

7
Support / Re: Size of Sprite
« on: August 19, 2013, 12:21:37 pm »
Thank you! For demo sprites looks norm)

8
Support / Size of Sprite
« on: August 19, 2013, 09:25:01 am »
How I can set same size(xy) for all sprites? (I use demo sprites and all they have different size)

9
Support / Re: Dynamic Change of Collection
« on: August 18, 2013, 09:27:58 pm »
Oh, I wrote Resource - not Resources. Sorry!!!

But without your additions (typeof(tk2dSpriteCollectionData)) it does't work. So thank you!

10
Support / Re: Dynamic Change of Collection
« on: August 18, 2013, 09:03:33 pm »
I make like this:

Code: [Select]
tk2dSpriteCollectionData currentCollectionData=(tk2dSpriteCollectionData)Resources.Load("bombermanSpriteCollection");
Debug.Log(currentCollectionData);

 "bombermanSpriteCollection" is a correct name. But currentData=null. Why?

11
Support / Dynamic Change of Collection
« on: August 18, 2013, 01:04:09 pm »
I want to change SpriteCollection while game is playing.

I try simply change name    
Code: [Select]
currentIcon.GetComponent<tk2dSprite>().Collection.name=warriorName+"SpriteCollection";But nothing has changed.

Than I try this method:
Code: [Select]
currentIcon.GetComponent<tk2dSprite>().Collection= (tk2dSpriteCollectionData)Resources.Load(warriorName+"SpriteCollection");
When I make resources.load my collection should be in the folder Resources without other folders between collection and Resourse folder, yes? (I made like this)

But, has got an error :NullReferenceException: Object reference not set to an instance of an object
tk2dBaseSprite.set_Collection (.tk2dSpriteCollectionData value) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:51)


12
Support / Re: 2cameras for UI
« on: July 30, 2013, 12:46:14 pm »
Ок.Thanks for the advice)

13
Support / Re: 2cameras for UI
« on: July 30, 2013, 12:25:33 pm »
I have static buttons and buttons on the map. Map is bigger than screen, so I can drag and drop it with buttons on it(I simply move camera).
So I use one camera for static buttons over the map and second camera for map and buttons on it.

That's why I need it.

But now I understand. Instead moving a camera. I can move a game object with map and button on it.
But I am afraid of productivity(performance). There are One big map , 20-30 buttons, and 20 small animated sprites.
I make a game for IOS. I am far away from productivity test, but I afraid of lags, if I will move all these objects.

What can you say?
Is moving all objects harder for system than moving a camera or no?

14
Support / 2cameras for UI
« on: July 28, 2013, 03:37:30 pm »
Hello!

I need to use two cameras for UI.
But tk2UIManager can contain only one camera. And tk2UIManager can be only one.

What should I do?

15
Support / Re: pass a parameter to the event
« on: July 17, 2013, 11:04:39 pm »
thank you.

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