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Messages - CliffCawley

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1
Showcase / Medieval Miner - iOS and Android
« on: June 18, 2017, 08:41:29 am »


Hello!

I recently launched my game Medieval Miner created using 2D Toolkit for both Android and iOS.

You can watch the trailer here:
https://www.youtube.com/watch?v=fKUHcF7bevA

Website:
http://www.medievalminer.com/

Google Play:
https://play.google.com/store/apps/details?id=com.cliffcawley.medievalminer

App Store:
https://itunes.apple.com/app/medieval-miner/id943330053

If you have any feedback I'd love to hear it!

I also have a Facebook page if you'd like to send feedback there: https://www.facebook.com/medievalminer/

Thanks!
Cliff :)

2
Releases / Re: 2D Toolkit 2.1 final + hotfix 1
« on: August 14, 2013, 11:46:56 am »
Oh right, of course!  :-[

Thanks :)

3
Releases / Re: 2D Toolkit 2.1 final + hotfix 1
« on: August 14, 2013, 11:17:33 am »
How can I get the button that was clicked from the OnClick event for a tk2dUIItem?

The docs at: http://unikronsoftware.com/2dtoolkit/doc/2.10/ui/system.html say that the event takes a param of the control instance that sent it, but when I look at the declaration of the event, it's only a System.Action, which has no params.

If I try to use the example code from the above documentation link, then I just get:

error CS0123: A method or delegate `Clicked(tk2dUIItem)' parameters do not match delegate `System.Action()' parameters

Have I missed something?

4
Releases / Re: 2D Toolkit 2.1 final + hotfix 1
« on: August 06, 2013, 09:50:28 am »
Its mainly the data it mirrors to the UnityCamera.
The main problem is that there is no way to detect if a Unity camera is using a custom matrix - the only way is to call ResetProjectionMatrix. Which is terrible, as if it isn't called at the right time, the whole thing will behave pretty weirdly. Also, some Unity getters allocate memory (yay), and it seemed to be the lesser of two evils prompting a save all the time vs constantly allocating memory.
Any "fix" will need to be thoroughly tested to avoid weird situations - I'll try to do it for the next release.

Great, thanks for letting me know :)

5
Releases / Re: 2D Toolkit 2.1 final + hotfix 1
« on: August 05, 2013, 01:44:45 am »
This was reported in the 2.1 final, but when adding a tk2dCamera to the scene it forces the scene to always be dirty.

I.e. If I add a tk2dCamera to an empty scene and save it, it'll immediately be dirty again and require re-saving. (An * is added to the Unity Titlebar and opening another scene prompts me to save the scene with the tk2dCamera in it).

I think this is because the tk2dCamera is always updating the Unity Camera with it's own settings and therefore dirtying the Unity Camera's settings? Although I'm not 100% sure about this because if I remove the Camera component and just have a tk2dCamera on an object, I get the same effect.

I know you mentioned you'll fix this for the next release, so I guess I'm just putting my vote in for this to be fixed as well.

6
Releases / Re: 2D Toolkit 2.1 beta 3
« on: July 24, 2013, 12:58:31 pm »
Really enjoying this beta release. I haven't played with the UI or the TileMap till now and it blew me away. I didn't realise what you'd done but it looks great!

My only final request is when adding attachment points, we can choose position and rotation. Can we also choose a z offset? I.e. On some frames I want my attached object to be behind the sprite, while on others I'd like it in front. (I.e. simple layering).

Perhaps just a checkbox for 'Set behind' as I noticed that the existing z pos is -0.05, so just a toggle to set it to 0.05 ?

7
Releases / Re: 2D Toolkit 2.1 beta 3
« on: July 23, 2013, 12:53:16 pm »
I'm running it with 4.2 right now and it seems to be fine :)

8
Releases / Re: 2D Toolkit 2.1 beta 3
« on: July 23, 2013, 12:43:47 pm »
I missed that in scaled resolution :( I'll add that back in the next release marked as obsolete. Wasn't intentionally removed.

ScreenExtents & NativeScreenExtents are the ones you want now - theyre rects, so use width & height

Cheers :)

9
Releases / Re: 2D Toolkit 2.1 beta 3
« on: July 23, 2013, 12:15:45 pm »
I just upgraded one of my games to use the latest 2d Toolkit.

I was using:

         int cameraPosX= (int)_gameCamera2d.ScaledResolution.x;
         int cameraPosY= (int)_gameCamera2d.ScaledResolution.y;

And now get:

error CS1061: Type `tk2dCamera' does not contain a definition for `ScaledResolution' and no extension method `ScaledResolution' of type `tk2dCamera' could be found (are you missing a using directive or an assembly reference?)

What's the equivalent in this release? I checked the upgrade guide but didn't see it mentioned.

Thanks,
Cliff

10
Support / Re: Supporting multiple resolutions
« on: October 15, 2012, 12:41:23 am »
Huh.

I just tried again and it worked just fine.

I have no idea what went wrong, perhaps it was just tiredness.

Thanks, all sorted now!

:)

11
Support / Re: Supporting multiple resolutions
« on: October 14, 2012, 01:25:00 pm »
If the 2d Camera is more for UI/Overlays, how can I combine the 2d Camera and an Ortho Camera in the same scene?

The usual way of using Clear Flags to ignore and Depth for rendering order doesn't work.

In the docs it says you can only have 2d Camera in the scene, with no other Cameras.

Can I use an Ortho camera for my game scene and the tk2dCamera for my Overlay/UI and if so how?

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