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Messages - stuntboots

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1
Support / Animation Total Length
« on: December 10, 2015, 06:10:09 am »
Hiya!

I'm struggling to get the current animation's length in seconds. I use tk2dSpriteAnimator.ClipTimeSeconds, but it seems to be returning the current frame's time rather than the whole animation clip. Is there a way to get the whole animation length?

Thanks!

2
Support / Re: Global Tiling Position
« on: March 15, 2014, 03:46:19 am »
Ah yeah, I used the Unity shader guide to add a colour channel, seems to work fine! Thanks for your help.

3
Support / Re: Global Tiling Position
« on: March 14, 2014, 06:30:37 am »
Hi again!

So I'm trying to use the iTween FadeTo tween, and with my version of the BlendVertexColor shader it's telling me there's no color property '_Color'. Obviously this is because it doesn't exist, but I'm wondering if there's a way to add alpha/the _Color property to the shader?

4
Support / Re: Global Tiling Position
« on: March 13, 2014, 09:53:59 pm »
Ah, excellent! Thanks for all your help!

5
Support / Re: Global Tiling Position
« on: March 12, 2014, 05:27:09 am »
Ah great. I'd noticed the error when trying to get four sprites on a large atlas as well. Can I ask what the reasoning is for padding when you're dealing with absolute pixel values?

6
Support / Re: Global Tiling Position
« on: March 11, 2014, 02:23:11 am »
Excellent, got it! Thanks for your help. I'm also having an issue where if I have a 128x128 sprite, and try to put it into a 128x128 atlas, it tells me it can't fit. I had a look at the tutorial and it told me to either increase the atlas or dice the sprite, but it's just the one sprite (for the aforementioned tiling), and it should technically fit perfectly, what am I missing?

7
Support / Re: Global Tiling Position
« on: March 10, 2014, 03:06:26 am »
Hi again, sorry for the little bump. I tried our old friend Google for some global position shader help to no avail, was just hoping you could help me out? Also let me know whether I need to edit the 2dTK shaders directly, as it seems to change the shader at run time.

8
Support / Re: Global Tiling Position
« on: March 07, 2014, 10:10:23 pm »
Additionally when I press 'Play', the material switches back out to BlendVertexColor for some reason. Obviously user error, but I'm not sure what my error is, hehe.

9
Support / Re: Global Tiling Position
« on: March 07, 2014, 10:01:34 pm »
It's definitely creating the effect I'm after, in that when I move the game object around it just scrolls through the tile, but the tiling is behaving very strangely no matter what I change the multiplier to.



That's the tile in the top right corner, and the result below (One to illustrate the actual tiles.) I copied the BlendVertexColor shader because that's what I was using for the initial tiling result.

Thanks again for the help!

10
Support / Re: Global Tiling Position
« on: March 07, 2014, 10:14:57 am »
Thanks for the reply! I don't suppose you have any direction on the modified shader? Also what does it not being trivial mean?

11
Support / Global Tiling Position
« on: March 07, 2014, 04:55:07 am »
Hi there,

I'm wondering if it's possible to set up objects that all use the same tiling coordinates? So basically I move an object, and the tile stays in position while the object moves around? Basically so that wherever I move an object, when it touches another object with the same tile, the tiles will match perfectly?

Any and all help appreciated!

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