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Messages - notsoobvious

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1
Support / [solved by updating] changing the depth of my tiles
« on: September 27, 2013, 01:10:06 pm »
Thank you sir I shall upgrade now!

(P.S I feel strongly that a trial version of 2dtk is worth your while)

2
Support / Re: changing the depth of my tiles
« on: September 27, 2013, 10:49:08 am »
I remember reading somewhere that the 1x and 2x versions are incompatible but I've searched the forums and cannot find that thread.

If I Upgrade to 2x, how will this affect my current project (if at all)? Will I still keep my sprite collections/tilesets?

3
Support / Re: changing the depth of my tiles
« on: September 27, 2013, 09:38:26 am »
No one have a clue?

Are the tile settings more user-friendly if I update 2dtk to the latest version?

4
Support / changing the depth of my tiles
« on: September 26, 2013, 10:04:31 pm »
So I'm new to game dev, unity and 2dtk and after learning much about layers, decided I needed to change the position of the depth of my objects.

My cam is at pos.z = -10 and most of my level is at z = 0, but I wanted to put something in front of the main layer, I.e in between the cam and 0 (say -0.1). Firstly, why doesn't 2dtk allow you to change the depth to that layer value in the settings tile tab? (assuming that text box is depth, there is little to no real documentation other than at http://www.unikronsoftware.com/2dtoolkit/docs/1.92/tilemap/tutorial.html)

It seems 0 is a minimum. Trying to sidestep this: I tried changing the layers around so that most of my game is at 1, and I can put something at say 0.1, but after I place the tiles, it doesn't seem to allow me to replace the depth.

I tried changing the depth in the chunk object produced in the heirarchy view, and the layer depth from the text box in the tile settings tab. It changes until I hit run, at which point it reverts back to 0.

Please assist! (Please note I'm using 1.92 for now as that's what I started with!)

Edit: I don't want to delve into the scripting API for this as I don't feel it's a task that requires a script, thanks!)

5
Support / Re: Repeating a single frame sprite
« on: September 12, 2013, 07:45:18 pm »
Never  mind - I just solved it by removing the update function and using co-routines instead.

Works a charm  ;)

6
Support / Repeating a single frame sprite
« on: September 12, 2013, 02:01:47 pm »
Hi all, I've just looked over the API for Animated Sprite and couldn't find the function (or clues) on what I'm doing wrong. What I want to do is repeat my sprite during some behaviour (i.e. keep it locked in a jump pose whilst it's jumping). The code is:

Code: [Select]
        if (Input.GetKey("space")) {
           
if (!this.motor.IsGrounded()) {
            if (!anim.IsPlaying("jump")) {

anim.Play("jump");
            }
}
                // The delegate is used here to return to the previously
                // playing clip after the "jump" animation is done playing.
anim.animationCompleteDelegate = HitCompleteDelegate;
        }


Which looks functionally correct (to me) but the Animated Sprite doesn't hold the pose and can "walk on air" if you like. I've tried replacing the Grounded if to a while but Unity blew up.

I've tried playing with the Sprite Animation clip editor settings between single/loop/creating more frames etc., but this doesn't seem to work.

I've not tried simply making a long looping animation of the same sprite because this seems like a philistine way of approaching it (if it does indeed work).

Please let me know!

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