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Messages - Aaron

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1
Support / Re: Sprite positioning is scaling
« on: March 13, 2014, 08:03:17 pm »
Thanks, so it's as I was suspecting. Has it always been this way or am I just not remembering it as I thought that originally it was running 1:1.

The 100 seems to be the default because according to the 2dToolKit docs, it works better with Unity. If I change it to 1 is this going to be a problem, or should I use Zoom Factor to solve the issue. If I set ZF to 0.01 then from my admittedly simple tests, the positioning seems to work well.

2
Support / Sprite positioning is scaling
« on: March 13, 2014, 08:43:00 am »
Hi. I've been away from 2DTK for a while and started up again, downloading version 2.4 Beta 3. I made a scene, added a tk2dCamera, set Native and Preview res to 640x1136, added a Sprite collection and added a sprite. However when I set the position to 1, it jumps what looks to be 100 pixels. I guess this has something to do with the 100ppm setting but I thought all that was handled automatically.

Is there anything else I should check or do I have to mess with the camera Zoom Factor?

Thanks
Aaron

3
Support / Re: Graphical glitches when using ZoomScale
« on: September 22, 2013, 04:30:05 am »
Hi.

My Filtering setting in the SpriteCollection settings is 'Point' so that would be 0 padding. I was just curious if there's an issue with the dicing that could be doing this?

Everything else is pretty mush default and I haven't fiddled with the shaders.

Thanks



4
Support / Re: Graphical glitches when using ZoomScale
« on: September 21, 2013, 10:03:57 am »
Many thanks. I changed the padding from Default to 1 and they disappeared. How come the Default padding (of zero I assume) would do such a thing? The terrain was just an image that had a line drawing on it and was diced. Here's a link demonstrating it. Let the ship drop down low (Keep thrusting so you don't plummet into the ground ;) ) and you'll see it start to happen.

http://littlegeek.co.nz/test/Landy.html

Thanks

5
Support / Graphical glitches when using ZoomScale
« on: September 20, 2013, 10:56:05 pm »
Hi all. I'm doing some tests with 2DToolkit and at one point in my game I wanted to zoom in the 2D Camera for a closer look. However when it does I start to get graphical glitches on the display. Pixels, lines and things flash every now and then. Now It could be Unity but seeing as it only happens when I use the 2DToolKit and when I use ZoomScale.



6
Support / Re: Is there any form of super fast dynamic text?
« on: September 11, 2013, 10:41:13 pm »
Thanks. I won't worry about for now.


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Support / Is there any form of super fast dynamic text?
« on: September 11, 2013, 04:50:10 am »
Hi guys. I'm new to 2DToolkit and am messing around with scores. Is there a built in super fast score/text object in 2DToolkit that takes next to no time to update? I assume that TextMesh needs to do quite a bit of work to update its mesh when the value changes.

NOTE: I can write one of course, just wondering if there's something already there in the toolkit?

Thanks

8
Support / Re: Can I have arbitrary camera axis orientation to suit?
« on: September 05, 2013, 12:43:00 pm »
Done.

9
Support / Re: Can I have arbitrary camera axis orientation to suit?
« on: September 04, 2013, 10:31:24 pm »
Hi and thanks for the reply.

No problem regarding arbitrary axis support, as I realise I can write some of my own Playmaker actions if need be, I was just looking to optimise development time by using as many pre created libraries and kits as I can.

I had another question. Is there any form of demo of 2dToolkit? I've watched a lot of tutorials on it and it looks like it's what I would want but until I start creating with it it can be hard to know if it will suit my workflow and requirements. Failing a demo version, is there any sort of "X day refund" that you offer so I could just pay in advance?

Many thanks
Aaron

10
Support / Can I have arbitrary camera axis orientation to suit?
« on: September 04, 2013, 11:54:05 am »
Hi there. I'm currently investigating 2D toolkits for use in my next project and had a question regarding camera orientations. Specifically to do with using Playmaker and other built in Unity methods that use a "up" or "forward" vector.

I was testing out eX2d and it seemed that the special renderer that it uses forces me to use the default Z is "into" the screen. However, because I am looking to do a side on 2d game where my sprites will face to the right as default, I want to set my 'forward' or Z axis to be to the right. From there, any LookAt calls etc should work correctly.

I was wondering if 2D Tookit allows me to do this or does it restrict orientations?

Thanks

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