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Messages - kwhittington

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Showcase / Re: WIP metroidvania style pixel art game
« on: July 25, 2013, 10:57:38 pm »
Hi,
The game looks great!

I'm trying to make a pixel-art action platformer game and I was wondering how you handled your Sprite Collection?
If I leave Bilinear filtering on, the sprites will get rather fuzzy, so I figured I'd just switch them all to Pixel filters.
However I'm having weird rendering issues when the camera moves with Pixel filters (you can noticeably see the columns of the sprite being rendered as the camera moves behind the sprite).

Thanks!

2
Support / Re: Physics and PTM ratio
« on: July 19, 2013, 04:20:24 pm »
Thanks for the links!

Yes, I am using the PTM value in the 2D TK objects. I reset the TileMap and it did shrink to the same size as the other components, but I can't get anything in the field of view when I play the project. I can position the tk2dCamera so the preview shows all the other objects but when I hit play, they disappear. Would meddling with the PTM mess up the tk2dCamera since everything started with a PTM of 1?

3
Support / Physics and PTM ratio
« on: July 19, 2013, 03:31:44 am »
Hi,

I have a scene with Sprite + Animators and a TileMap layout and I'm having some issues with the physics and rendering.

I'm very new to Unity and their physics system as well, but even after taking your advice on the "Floaty Physics" thread, it still seems floaty. The player appears to move as if on skates, when they are in the air and move their speed increases significantly, and they bounce when landing. At first I thought it might have to do with rendering size and looked for a PtM (Pixels to Meters) ratio somewhere to set, which I found in the SpriteCollection settings. Just like in other 2D physics engines I've dealt with, I set it to 32 but this resulted in my sprites shrinking, becoming almost microscopic. I tried to set the Sprites' and the TileMap's PTM ratio to 32 so they would be of the same size when rendered, but the TileMap's size on screen wouldn't change so this doesn't seem to be the answer.

The question I'm trying to form is should the PTM for sprites and such be left at '1' and if so, what sort of forces should be applied to the sprites in order to achieve the typical, tight platformer feel?

Thank you.

4
Support / Re: Sprite Animations + Collider(s)
« on: July 16, 2013, 12:37:03 am »
So sorry, I was adding the behavior incorrectly. I mistakingly took your explanation to mean I should add the AttackPoint behavior to the SpriteAnimation, not the Sprite. Moved the behavior to the sprite and I see exactly what you mean now, thanks for bearing with my terrible comprehension skills haha.

Thanks again, looking forward to that example!

5
Support / Re: Sprite Animations + Collider(s)
« on: July 15, 2013, 05:09:22 pm »
Thanks but I was asking more about how to attach something to the attach point.
The only GUI tools I can find revolve around creating and rotating them, and then previewing what it would be like to attach sprites to them. If you were going to add something else to them, like a Box, is there a component in the GUI to accomplish this or do you need to add it do the object's custom script?

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Support / Re: Sprite Animations + Collider(s)
« on: July 15, 2013, 04:35:04 am »
I've been playing around with the attachpoints but can't figure out how to use the tools to attach anything but sprites to them.
Is there anything in the toolset I might be overlooking or will I need to attach the colliders via code?

Thanks again for the info!

7
Releases / Re: 2D Toolkit 2.1 beta 1
« on: July 13, 2013, 11:06:21 pm »
Hi I'm having an issue with tiles maps now that I've upgraded to the beta.
The TileMap tiles lost their collider data, you can still set it in the editor (e.g Box Trimmed) but it doesn't seem to be created at run time (the character is falling through the tiles).

Could this be related to the Attach Points being added and not having set them up on the tiles?

Thanks.

8
Support / Re: Sprite Animations + Collider(s)
« on: July 13, 2013, 08:30:16 pm »
Do you guys have a good resource/doc for the attachpoints feature laying around anywhere?

Thanks!

9
Support / Re: Sprite Animations + Collider(s)
« on: July 13, 2013, 03:10:33 pm »
Sweet, I'm off to download 2.1 beta then.

Thanks!

10
Support / Sprite Animations + Collider(s)
« on: July 12, 2013, 08:19:34 pm »
Hi all,

I just recently purchased the 2D Toolkit to make a action-platformer game with.

I tore through the Quick-Start guide already but couldn't find a good reference for handling sprite animations with colliders.
I gave all the sprites in the animations custom polygon colliders but the result at runtime is a Mesh Error message, ~="mesh cannot be applied". My first question would be if anyone knows if this is due to the frames having different polygon colliders?

In previous engines, it wasn't possible to change the physical bodies of objects at run time w/o causing a world of hurt from the Math Gods, but I can't find anything explicitly stating that for 2DTK.

Also, objects in the game will need to have multiple sets of colliders: 1 (or 2) for location and hitbox, then another for hurtboxes during attacks. Is it possible to accomplish this with 2DTK and Unity's default physics engine or should I look into other 3rd party software?

Thanks!

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