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Messages - StrikerF2

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1
Support / Re: Bug for TileMap: gap in between tiles
« on: July 12, 2015, 07:28:02 pm »
Apologies for necro-ing this old thread!

I was having a similar problem to this, though these solutions didn't work. However, I found out what I was doing wrong, and thought I would provide some info for anyone else who may stumble across this:

I followed the steps listed here (As this was more similar to my problem), but forgot to set any actual pad value on the sprites within the collection (Doh!) (I ended up setting it to 16, though I imagine any value above "none" would be fine).

Anyway, hope this helps someone in the future! :)

2
Support / Re: Question about tk2dAnimatedSprite.SetFrame()
« on: July 08, 2012, 04:41:55 pm »
Nevermind, I sorted it. If only I had waited a few minutes :P

For anyone else that encounters this, looks like the sprite has to be set to play automatically in order for it to work.

If it's not too much trouble, would anyone be able to explain why this is the case? :)

3
Support / Question about tk2dAnimatedSprite.SetFrame()
« on: July 08, 2012, 04:21:33 pm »
Hi there, this has got me a little stumped, and I'd just like to know what I was doing wrong.

I'm attempting to set the frame of a sprite animation (Big surprise, I know :P), but try as I might, I can't seem to get the actual sprite in-game to change it's frame.

Here's what I've written:
Code: [Select]
void Start ()
{
// get the sprite component
sprite = GetComponent<tk2dAnimatedSprite>();
sprite.SetFrame(50);
}

It just never seems to update, and I can't fathom why.

I should also mention this is being placed as a component on a button. Should that cause any issue? Oh, and I'd also note that actually changing the animation clip seems to work fine, and it is set to not play as default.


Am I missing something really obvious? :P

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