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Messages - Disastercake

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1
I found an error in my own code that was causing this bug.  Thank you for the help! =)

2
I am having an issue where if I interrupt an animation mid-play and then play another, it will make an awkward pause before playing the next animation.  This pause is quite noticeable.  How can I fix this?

Here is a video displaying the issue:
http://www.youtube.com/watch?v=phzq6jzZ7Zo&feature=youtu.be

3
Support / Can't click the trigger checkbox in the animation frames
« on: May 31, 2012, 12:50:57 am »
I'm having an issue where I can't select the "trigger" checkbox in the animation frames.  Any thoughts on how to fix this?  I'd really like to be able to trigger an action via playmaker mid animation.

4
Support / Re: Question about box colliders
« on: May 28, 2012, 05:17:55 am »
1.7 final + patch 2.  Is this the most recent?

5
Support / Re: Question about box colliders
« on: May 27, 2012, 06:11:21 pm »
Thank you for the response! =D

I'm having an issue where if I choose custom box, it will visually cut off part of my sprite that is not in the bounding box.  However in most games the collision is not pixel perfect and is often smaller than the sprite.  How would I make a collider smaller than the sprite itself?

6
Support / Re: Animation is very small for some reason
« on: May 27, 2012, 06:07:07 pm »
It was just one sprite collection.  I figured out that it wasn't that one was too small, it was that one was too big.  I created it before the recent patch, so it must be a bug related to an old version.  It hasn't happened again.

7
Support / Re: Animation is very small for some reason
« on: May 27, 2012, 04:30:26 am »
Fixed this just by deleting my old file.  I think I created the original one back before the recent patch, so there was probably some bug related to that back then.  Can't repro the issue again.

8
Support / Question about box colliders
« on: May 27, 2012, 03:50:22 am »
It took a little playing around with for me to get the physics (kind of) working, since the only video I could find on the subject is outdated (http://www.youtube.com/watch?v=29zU5jz4S8w), but I eventually got it working.  I have a few questions though:

Does the box collider settings in the normal box collider settings matter?  Or does it only matter what is defined in the editor and the box collider component just tells 2D Toolkit to look at the predefined colliders made in the editor?

If I make a custom shape, how can I transfer that custom shape to other frames?  It's very annoying to have to manually go by hand and set each custom box collider.

Thanks! =D

9
Support / Animation is very small for some reason
« on: May 27, 2012, 02:02:28 am »
I have an issue where one of my clips is huge, while the other is ridiculously small.  I have no idea how this could have happened, since the sprites themselves outside of unity are exactly the same size and perfectly aligned.

Here is a video documenting the bug:
http://www.youtube.com/watch?v=IEZJmBNj4cM&feature=youtu.be

Any help would greatly be appreciated.  If you need additional information please let me know. =D

10
Support / How do you animate transparency using iTween?
« on: May 21, 2012, 02:07:14 am »
I'm trying to use iTween to animate the transparency of a 2D Toolkit sprite object.

However, when trying to use a change color function, I am getting a compiler error that states the "material does not have a color attribute" or something along those lines.

Any idea how to add a color value to my 2D Toolkit Sprite?  Or is there a work around that I should be using?

Thanks.

11
This was a very good break down.  I was able to get the system up and running once I scratched my head over it for a while.  Thanks, mate!

12
I just want the camera to get clamped at a certain point.

If you need anymore info let me know =)

13
What is the difference between orthographic and 2DTK cameras?  I can't seem to find any documentation on the 2DTK camera to know why I would want to use it over orthographic. In fact, even the 2DTK documentation just keeps talking about orthographic cameras and never once mentions the 2DTK camera.

14
Support / How do you clamp the X and Y of a scene viewable area?
« on: May 14, 2012, 07:47:06 am »
I'm trying to set up a viewing clamp on the top, bottom, left, and right of my 2D world map.  I want the user to be able to zoom in and out ( which is completed), and pan the camera (completed).  But I don't want them to see outside a specific boundary.  How would the math and programming look behind calculating if the user is seeing outside of the level boundary?  Since the user can zoom in and out that starts to get a little complicated, and I'm not sure how to approach this.

Any help would be greatly appreciated.


The information I've gathered is the position of the camera for each side at the largest and smallest zoom.  I imagine I need to have some sort of calculation that can figure the in-between numbers that are acceptable.

Side: Smallest /// Largest
Top (Y): 11.65808 /// 6.277246
Bottom (Y): -9.491721 /// -0.1629976
Left (X): 18.12113 /// 7.855795
Right (X): -18.29644 /// -6.274414

I also wonder if there's a more simple ray casting that can be used.  Like making 4 boxes that surround the viewable area, and if the camera corners ray cast into any of them, the camera snaps back to where it should be depending on the box it ray cast on.

However, I'm not sure how the code would look for this raycasting.

15
Support / FEATURE REQUEST - Multiple custom anchor points
« on: May 14, 2012, 12:58:56 am »
I'm not sure if this is the right place to put this, but here it goes! =D

I think it would be very awesome to have multiple anchor points function.

  • There can be a section that asks how many anchor points you want to have.
  • The anchor points can (or have to) be named.
  • If an anchor point is named the same thing through different images, then it persists throughout them (but position can be changed).
  • The API should allow you to pull the V3 position (though only giving a local v3 X, Y position) for use in scripting.  Maybe the world position would also be good for easier scripting to attach things to these points?
  • The vector points can be physically placed by clicking, or the number can be typed in.

This feature would bring a lot of power to 2D Toolkit.  It would make things like attachable armor, weapons, special effects ,etc much easier to handle.

However if there's already a way to do this I'd really like to know! =D

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