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Messages - brianjenkins94

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Support / Is there a way to interact with a tilemap from scripting?
« on: June 19, 2013, 06:15:11 am »
Perhaps I missed something in the documentation, I was wondering if there was a way to perhaps, draw a tilemap from C#, or change specific tiles, etc.

On a slightly less related note, I love 2D toolkit. You guys should feel great about the work you do. Thank you. :)

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That's exactly what I was looking for. Thanks so much!

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Hello again, to that one guy who seems to be answering all the support questions,

I have a rather vague, amateur question to ask, as I am one of those "developers" biting of more than they can chew.

My childhood dream has always been to make the next best RTS modeled after WarCraft 2, an orthographic, top down, simple sprite-based game, and until Unity came around I never seemed to have the ability to bring that dream to fruition. Now that I can, and now that I'm equipped with both Unity and the highly acclaimed 2D toolkit, I've been dabbling and rejoicing in my minor successes -- so I must ask for for you to indulge me for the moment, as apart from a decent foundation in C# and Javascript, I am certainly a beginner.

My question lies in the overall ideal structure of a 2D RTS. Dabbling with Unity I've been able to create a plane the size of the release target resolution, and a camera that is directed perfectly at it. With the addition of 2D toolkit, I have been able to make a 32bit grid of terrain sprites to serve as the backdrop, with the intentions of creating the UI in between the camera and the tilemap. Here's where I hit a wall. I understand how to go about creating objects in 3D space in order to give them each their own attributes and functions, but as far as a tilemap goes, I am uncertain.

My question is what would be the best way to go about implementing an interactive set of sprites in a way that also allows me to treat them as independent objects. Should I simply create the individual sprites to move around in free space? Should I continue to use a tilemap? Is there a way to place objects on a tilemap and to be able to assign them properties and scripts, as you would in 3D?

Hopefully you understand my confusion, but I would imagine a well thought out answer from an expert would certainly put my back on track.

My apologies if I seem entirely too underequipped to take on such a project, bare with me.

 - Brian Jenkins

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Support / Re: Disappearing tilemap when "Commit"ed
« on: June 13, 2013, 07:18:53 pm »
Excellent, thank you. That was some incredible customer support. I will mark this thread as solved.

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Support / Re: Disappearing tilemap when "Commit"ed
« on: June 13, 2013, 06:59:37 pm »
I retract that statement, setting the prefab to none seems to have solved the issue of the sprite's disappearance.

Do you think I could trouble you to explain why that would have fixed it? Or more embarrassingly, what exactly a prefab is?

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Support / Re: Disappearing tilemap when "Commit"ed
« on: June 13, 2013, 06:58:17 pm »
To the best of my knowledge, I have.

I tried setting it to the original png and the sprite collection containing the sprite but neither seemed to have alleviated the issue.

Here's a pic:

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Support / [Solved] Disappearing tilemap when "Commit"ed
« on: June 13, 2013, 05:45:07 pm »
Hi there,

I just started to use Unity/2D Toolkit, but I seem to be catching on quickly through trial and error. I've managed to set up a tilemap with 32bit tiles of grass above a plane of equal size of the screen. While it was one hell of a struggle and I still do not understand the reasoning behind why some of the values I had to insert created the desired spite plot, I have successfully laid it out the way I originally intended. This being so, as soon as I hit "Commit" on the tilemap, all of the content I laid out disappears so that it is completely invisible to the camera view and in the editor. If I do not select commit, everything is visible (including a grid that I would also like to get rid of).

Some additional information:

 - I'm working with only one layer: Layer 0.
 - I've set up a TileMap, TileMap Render Data, Main Camera, and a Backdrop Plane object.
 - Tile Properties: Position: 0, 0, 2; Origin: 0, 0, 2; Size: 32, 32, 1. With the Dimensions at: Width: 40; Height:25; PartitionSizeX: 32; PartitionSizeY: 32.

 - Latest Version of Unity
 - Latest Version of tk2d

Any help would be greatly appreciated.

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