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Messages - JakeTBear

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1
Support / Tiled with multiple spritesheets
« on: February 25, 2014, 10:45:00 pm »
Hello, I attempted to create a Tilemap by exporting a TMX file from the Tiled editor, it worked fine when I only had a single spritesheet, but now that I have 2 spritesheets (one for collision only, hidden in the actual game, only used for colliders, and one for the actual graphics) the process is not working, I attempted to create a single sprite collection with both spritesheets, this solution didnt work at all, is there a way to successfully add multiple spritesheets to a single Tilemap? right now I resorted to save 2 TMX files per spritesheet and creating a tilemap per entry, this feels very clunky and it would end up being a lot of trouble in the end.

Any help is greatly appreciated!

2
Support / Re: From tk2dSprite to animation
« on: February 07, 2014, 11:22:22 pm »
So there 's no need to have an "animated sprite" to have animations? they just need an sprite animator? can I give them this sprite animator at run time (with proper set up, as in giving them the right animation to play).

Thanks again!

3
Support / From tk2dSprite to animation
« on: February 07, 2014, 08:31:15 pm »
Hello,

I have a sprite that doesnt animate, but upon click I want to change it into an animated sprite, I have thought of some ways of doing it (swapping the object for an animated sprite version) but I was wondering if there was another way to do this (in script), any direction towards the best solution would be highly appreciated! thanks :D

4
Support / Re: Creating a Camera at runtime
« on: February 06, 2014, 01:28:39 am »
perfect! thanks!

5
Support / Creating a Camera at runtime
« on: February 05, 2014, 10:56:21 pm »
Hello,

Just like the title says, what would be the best way to create a camera at run time, what I am trying to do is to avoid using the editor for setup and instead having a prefab that does all the setups for me through script.

I would also need to create a second camera for UI, how would I set this up in code?

Thanks!

6
Support / Re: Creating sprites at runtime. (Rotations)
« on: January 23, 2014, 08:18:53 pm »
Found the culprit, for some reason when instantiating any prefabs with playmaker and not specifying a rotation it will set them to 0.99 in the Y, nothing to do with 2Dtoolkit, thanks though!

7
Support / Re: Creating sprites at runtime. (Rotations)
« on: January 23, 2014, 07:42:52 pm »
I will do that, thanks! :)

if I happen to find out the reason this happens I will post it here.

8
Support / Creating sprites at runtime. (Rotations)
« on: January 23, 2014, 12:59:34 am »
Hello,

I noticed something strange happening, my drawings were being clipped on the right side of my camera, I didnt know why this happened, so I checked their transforms and they were slightly rotated in the Y axis.

This is odd, it only happens when creating a prefab that contained a tk2dsprite in it, this is how I created them:

TargetObject = GameObject.Instantiate(PreFabClone, new Vector3(X, Y, Z), Quaternion.identity) as GameObject;

the PreFabClonewould be set in the editor, etc. the thing is if I manually set the rotation to 0, this fixes the problem but I dont understand why would it do that to begin with.

Any help would be appreciated! thank you.

9
Support / Re: Understanding UILayout
« on: December 13, 2013, 11:58:48 am »
Hey, thanks for your reply!

I have been looking into that precise demo, and going back and forth to my own Scene to check things, some progress has been made but I am still very confused  ???

I will keep attempting to make it work the way I want it, I think my confusion comes from the fact that the initial setup of that example comes from code rather than the editor itself. Also thanks for clarifying what the purple bounds were, I have been trying to understand what they were doing!

I will come back once I have more precise and clear questions rather than a vague general one, thanks a lot for your help :)

10
Support / Understanding UILayout
« on: December 13, 2013, 07:53:35 am »
Hello,

I am fairly new to Unity and even newer to 2D toolkit but I am already quite impressed with it and how easy everything has been.

I was able to make sprites collections and use them, I was also able to create some simple buttons and to properly setup my camera for multiple resolutions, I wanted to thank you guys for doing such a fine job in all of that.

But I hit a block, nothing mayor but I seem to not be able to find much information about it, besides the examples that come with the asset. I was attempting to create a scrollable area to make a level selection menu, nothing fancy, but I really cant grasp how to properly setup the content area, or the limits of it, I read that a layout item needs to be setup, but I also do not understand how this component works, if you could point me to a tutorial that explains it or some video that demonstrates how to use it or if you could provide me with a short explanation in simple words (I am fairly new!) about how to use it I would be very grateful!

Thanks you :)

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