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Messages - brutang

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1
Support / Add 3d Collider to tiles?
« on: January 07, 2015, 05:23:15 pm »
Is there a way to have tk2d automatically add a 3d collider (for particle effect collisions) along with the edge colliders it generates?

For example this is what I do manually with 3d box colliders: http://screencast.com/t/WIYaSaVWW

while this is the edge collider setup tk2d generates for me: http://screencast.com/t/t1Qp4vQYok

Thanks!

2
Support / Re: Tilemap "Tearing"
« on: January 05, 2015, 07:35:53 pm »
Regular ortho camera (not tk2d camera although i switched to that and have the same issue).

Not sure what you mean by displaying it pixel perfect, sorry. Thanks for the help so far!

EDIT: Fixed it by changing Pixels Per Meter to 99.9 on Sprite Collection settings.

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Support / Re: Tilemap "Tearing"
« on: January 04, 2015, 11:58:34 pm »
http://screencast.com/t/JyJbvfdE0dou

http://screencast.com/t/5OEjWmwwy

same issue. I also went in and selected every tile individually and did extra padding: 1 - no different.

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Support / Tilemap "Tearing"
« on: January 04, 2015, 11:01:45 pm »
I'm getting this issue on some tilemaps, mainly backgrounds, etc. I set the padding on the tilemap collection everywhere from default all the way up to 10. Anything I'm missing?

Image attached to demonstrate what I mean; i get a 1px line horizontally and vertically through the tile connections as my character is moving.

Thank you

5
Support / 2d and 3d Collider
« on: September 26, 2014, 06:42:47 pm »
Is it possible to have a 3d collider generated on top of the 2d collider using tilesets? I need a 3d collider to handle particle effect collisions to make it look like blood is splashing on the ground, and manually positioning 3d box colliders along varying platform levels is very time consuming. Hopefully I'm just skipping over some stuff?

6
Support / Re: 3 Questions
« on: September 08, 2014, 04:55:09 pm »
gotcha, thanks :)

awesome tool by the way, 10 months into developing my game and just started using 2dTK and it's got me excited to keep going.

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Support / Re: 3 Questions
« on: September 08, 2014, 03:39:58 pm »
Do that instead of using a raycast as a ground check or what?

8
Support / Re: 3 Questions
« on: September 07, 2014, 04:58:26 pm »
Thanks.

As a followup, is there a way to decrease the intensity of the color of a tile painted at runtime? tileMap.ColorChannel.SetColor (x, y, myColor); sets the entire tile to that color whereas if I were to manually set the intensity to, say, 20 and click the tile once it more tints it than colors it completely.

Edit: Also, any way to get OnTriggerEnter2D to work with a tilemap collider? OnCollisionEnter2D works great. Triggers i can't figure out.

One more question: is there a way to fill the colliders generated by the tilemap mesh in? Or will they only ever be edge colliders? I just run into issues with ground checks and stuff like this: http://screencast.com/t/OSkvN3o2hGu where colliders end up underneath the edge collider whereas if it were a box collider that couldn't happen. I totally understand if they can't be since it's generated based on the mesh.

9
Support / 3 Questions
« on: September 06, 2014, 05:37:44 am »
I searched but couldn't find a solid answer on any of these regarding TileMaps:

1) is there an easy way to reorganize the palette? The stuff I slice up and import ends up all over the place rather than organized how I have my tilemap set up. The only answer I found was from 2013 and said it would be patched in, but I can't seem to figure it out.

2) Any way to do an animated tiles, such as flowing water or sparkles in gems in the ground, etc? (i mean adding an animated sprite/texture to the palette, not "how do i draw this")
Edit: http://2dtoolkit.com/forum/index.php/topic,4113.0.html is the answer to that - animated sprites then just replace a tile with the prefab of the animated sprite.

3) Can the color channel be changed at runtime? IE what if I had the entire level painted black.. could I use a torch to paint it white around the area, then revert to it's default color when the torch is out of the way.. almost a way of doing lighting/shading?
Edit: Looks like http://2dtoolkit.com/forum/index.php/topic,4216.0.html is what I was looking for. Is this an expensive way of doing lighting? In any case the blood splatter thing will be very cool and I was looking for that as well.

Hopefully these aren't obvious or answered before, I dug around for a bit before posting.

Thanks.

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