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Messages - marcosramos

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1
Support / Transparent/Cutout/VertexLit with scroll area deph mask
« on: December 20, 2013, 06:56:03 pm »
Greetings,

Is there any way to hide a material using the official unity shader "Transparent/Cutout/VertexLit" within the tk2d depthmask area?

The cutout shader was the only way I was able to do a circular progress bar, and now I need it to "hide" inside a tk2d scroll area during the game.

I need either, to hide it within the depth mask, or change the circular progress bar to use another shader, and then hide it inside the depthmask.

Thanks for any help!

2
Yes, I decided to go for the shader solution.

The GUI/Text Shader from unity default shaders does exactly what I was trying to do. It even allows alpha, so it's perfect, but thanks for the fast Answer!

 :D

3
Support / Re: How to Whiten a Sprite Gradually
« on: September 19, 2013, 09:57:17 pm »
This is somehow what i want to know as well.

4
I'm not quite sure if it's a TK2D question, or more of a general question, sorry if it's general.

I want my sprite to be painted red to display a character taking damage, but i don't want his forms to be visible like when it happens when I simply change the color through tk2dsprite and he gets tinted red. I want his form to become all Red.

I can do something like that changing the shader in runtime, but the color won't change If there is a tk2dSprite script in it, even if I change the tk2dsprite color or directly via material.renderer.color.

Even so, i'd rather have another solution other than changing the shader because i know zero about shaders, but if it can't be done, then I will go that way, no worries.

Thanks!




5
Support / Re: Animation Frame Rate
« on: November 29, 2012, 10:25:41 pm »
Understood. I will keep the tk2d unchanged then, and use the overrideFps.

Thanks.

6
Support / Re: Animation Frame Rate
« on: November 27, 2012, 10:48:40 pm »
Well i saw in another post one of your suggestion and i made a workaround. On the tk2dAnimatedSprite i changed:

clipTime += Time.deltaTime *fps;

to

clipTime += Time.deltaTime * (GlobalGameVelocity  * GlobalInitialFpsController);

It worked, but i'm not sure if i should keep it like this.

7
Support / Animation Frame Rate
« on: November 27, 2012, 10:43:06 pm »
I just upgraded a really old tk2d project, and now (with some of your help) it is fully compatible except for a bug that wasn't happening before the upgrade. I could speed the velocity of the game up so everything would run faster, all the animation would run faster as well, but now it's not working anymore. I can see the framerate in the collection is changing but it's not affecting the animated elements using that clip in scene.

what i did way back then was:

int currentClipId = animSprite.clipId;
animSprite.anim.clips[currentClipId].fps = GlobalInitialFpsController * GlobalGameVelocity; 
           

then it changed to:
animSprite.CurrentClip.fps = GlobalInitialFpsController * GlobalGameVelocity;


The initialFps was to keep the reference of the fps, because since the fps was being changed at the collection it got lost when the game stopped.  I've read in other topics that you wanted to change this so that the collection wouldn't change the fps, just the instances would be affected. Well, i couldn't find if this was done, now i'm kindda at a loss in how to make it work.


Thanks in Advance!

8
Just sent you an email.

They had to approve the package i'm sending to you, so it took a while.

Thanks.

9
We got an old project that we weren't editing for a very long time. And now some modifications are required.

Ends up that when i try to upgrade (direct from the asset store), at first it seems everything is alright,  (only one error the repaint one that i searched on the forum and it seems it's about GUI and it wouldn't mess anything) but when i commit any collection everything goes insane. The whole project breaks and there is not a single warning about what may have happened. It reached a point where i would have to redo the whole game to adapt it.

One of the examples is that all collider are set to "Force None". Some sprites even with materials and rendeder  are not showing. The position of everything instantiated at runtime is messed, eveything seems to be instantiated at the same point. Everything is a mess.

The version of my Tk2d in this project is 1.51. (I moved the tk2dindex to the editor folder as i knew this was one of the issues)

Is there anything i can do to fix this? Maybe an intermediate version between the current and mine that had major changes before i can upgrade to the current version?

Thanks in advance.

10
Support / Re: Distorted Images and black lines appearing on edges.
« on: October 01, 2012, 09:06:32 pm »
Wow!

Nevermind. It seems that in one of the revisions something resclaled the images, and even the scale being 1.01 it messed up the texture.

Everything cool now!

Thanks for your attention!

Just a question... If i need to rescale images ingame, is there anyway that the image get less distorted? Any setting to get things a little better? Because i'm having trouble to redimension anything, they get horrible.

11
Support / Re: Distorted Images and black lines appearing on edges.
« on: October 01, 2012, 08:49:43 pm »
Hello!

It seems that you solved the black borders issue! The premultiplied solution didn't help, but when i edited the pad amount on the collection editor to 1, the black borders stopped spamming. So one problem less ;D thanks!

About the other problem, as i don't even know what is sprite dicing, i'm probably not using it. I will search what that is, but it's certainly not the problem.

Any other idea?

12
Support / Distorted Images and black lines appearing on edges.
« on: September 29, 2012, 12:09:21 am »
The QA of my project is already on my neck about some messy images, and unfortunately i run out of ideas on how to solve this.

Some images get messy, especially images that has a lot of curves or text on them. Plus some other images get random black borders, even when the asset has nothing like that. Sometimes moving the image makes the border disappear, but i'm clueless why.

I attached two examples. I'm using compression on the images with the dark edges, but i'm not using it on the other one that has messy shapes. Plus, i'm not using atlas bigger than 2048, but even so the game is built to web.

The Lines on this special case i sent you are huge, but it's usually not that bad.

The other image has some "crosses" on it, can't describe any better.

Thanks in advance!
Best Regards.




13
Thank you! If it does persist i will gladly do it.

14
But of course!!

That makes sense. I won't use any atlas bigger than 2048!
It will make my work at least 50% less.
Thank you for that.

After i do this, and rebuild i will test again about those ghost borders to see if it persists. If it does what should i do about that "repro" that you asked me to send you? Do you want a Swf build with tre problem?

15
Well i got something for you!  :D

It did got better so i'm not gettin crazy. The fact is that when i created a collection with a single image it got almost perfect, even the artist said! But when i added the other backgrounds to that collection all images got horrible ingame, while in the atlas it's still perfect.


Here's what happened:
   - The atlas is at start 4096, because this collection will hold bgs, whitch are big.
   - I add one single image to that collection.
   - I place that one image image ingame, the image seems perfect.
   - I add the other bgs to that background collection, the image that i placed ingame gets horrible, and all images that i add ingame after that are horrible as well.

I hope i'm not adding too much info!

Thanks for your help.

I will try to solve this today, if i can't, tomorrow i will have to create single image collections for all my bgs, whitch will be a pain. But i have to set this game beautiful until tommorow night!

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