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1
Showcase / Sheepdog Adventure
« on: November 04, 2017, 12:14:37 pm »


Use Sheepdog to get the sheep safely to their pen before the time runs out!

Whether you want a relaxing time-killer, or race against the clock to get the best points scores - this easy to play yet fun game is a blast for all ages.

Simply tap the screen where you want Sheepdog to go - double-tap to make him run.

Be careful to avoid the sleeping cows. Waking them causes disaster! Collecting bones presents a handy time bonus for our Sheepdog.

Made with 2D Toolkit & Unity

https://youtu.be/nTcLL1csGn4

https://play.google.com/store/apps/details?id=com.squaregames.sheepdogadventure




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Support / Re: tk2dSkin dependency on NET Framework 4.0
« on: August 02, 2017, 02:28:24 pm »
Any news on the asset store version release? (I think my invoice is truly lost, Unity support don't answer even though I made a recent request.)

Thanks for your assistance and help in general!

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Support / Re: tk2dSkin dependency on NET Framework 4.0
« on: July 28, 2017, 10:12:30 pm »
Will update in time. Had no idea 2.5.8.2 was released, I've never been able to access the forum builds.

I have a license for the Asset Store but they won't resend my invoice, it's a pain.

4
Support / tk2dSkin dependency on NET Framework 4.0
« on: July 27, 2017, 05:29:33 pm »
Just making a note that that compile errors are being thrown after this warning in tk2dEditorSkin, then four similar errors which disturb my workflow every compile alike:

[..] Warning MSB3258: The primary reference "tk2dSkin" could not be resolved because it has an indirect dependency on the .NET Framework assembly "mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" which has a higher version "4.0.0.0" than the version "2.0.0.0" in the current target framework. (MSB3258) (Assembly-CSharp-Editor)

[..] Error CS0234: The type or namespace name 'Skin' does not exist in the namespace 'tk2dExternal' (are you missing an assembly reference?) (CS0234) (Assembly-CSharp-Editor)


Not sure how to remedy this. Any advice?

Using 2dtoolkit 2.5.8.1 & Unity 2017.1.0f3 Personal

Thanks.

5
Support / Re: Latest build of 2dtoolkit (bugs)
« on: March 21, 2017, 08:38:13 pm »
These are unrelated bugs.

Thanks for your advice on the second compile error. Is there a way to debug so I know which asset is causing the problem?

The really worrying bug is the Unity splash screen error, because I will not know how to fix it. It's only on Android and has been persistent since 2dToolkit 2.5.7.x I believe.

6
Support / Latest build of 2dtoolkit (bugs)
« on: March 13, 2017, 05:31:40 pm »
I've had a few issues ongoing for the last couple of builds of 2dToolkit (up to 2.5.7.3) with Android deployment. Using Unity 5.5.0f3.

Firstly, the Unity splash screen doesn't initialise correctly! I'm wondering what happens when we get to use Unity Pro and putting our own splash screen. Apart from that the game project loads normally, though it's a relevant bug. Has anyone else had this issue?

I'm also getting a Windows runtime error like this (I suppose 2dtk is having trouble initialising an animation) and wondering what to do about it:

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
tk2dBaseSprite.SetSprite (.tk2dSpriteCollectionData newCollection, Int32 newSpriteId) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:276)
tk2dSpriteAnimator.SetSprite (.tk2dSpriteCollectionData spriteCollection, Int32 spriteId) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:739)
tk2dSpriteAnimator.WarpClipToLocalTime (.tk2dSpriteAnimationClip clip, Single time) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:689)
tk2dSpriteAnimator.Play (.tk2dSpriteAnimationClip clip, Single clipStartTime, Single overrideFps) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:342)
tk2dSpriteAnimator.Play (.tk2dSpriteAnimationClip clip) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:205)
tk2dSpriteAnimator.Start () (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:124)

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Support / Re: Landscape mode failed
« on: January 10, 2017, 07:58:40 am »
I have a similar problem with Unity 5.5.0f3 and 2dtk 2.5.7.1

For some strange reason my video is scaled to Portrait Upside Down on my Android device. Can't access the new build as I have never had my Invoice (I don't know why), though I certainly purchased with Asset Store access.

I downloaded from Asset Store latest version and the error persists.

8
Support / Re: Fails to compile in Release Mode
« on: November 02, 2016, 02:52:32 pm »
I had no idea that was the process. Possibly a common misconception.

Well, thanks.

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Support / Re: Fails to compile in Release Mode
« on: November 02, 2016, 12:15:50 pm »
Maybe I am missing something, but my view was that a finished project for porting to Google Play Store or indeed any Unity project is preferred to be built in Release mode.

This is what I did with my last Google Play app. 2d Toolkit is throwing errors here. I'm aware some environments compile extra debugging routines when in Debug mode, thus there being a choice between Debug/Release.

I don't think I'll come up against any problems (as such) as long as I build the Unity project with valid keystore, though I assume from what you are telling me I'll not have any problems.

10
Support / Re: Fails to compile in Release Mode
« on: November 01, 2016, 09:39:41 pm »
I mentioned I am completing a project. I would like to port it from Unity, without the project in Debug.

11
Support / Fails to compile in Release Mode
« on: October 30, 2016, 02:44:55 am »
I've got problems building my first Release build for a project that is nearly finished.

All the 32 errors pertain to tk2d. What can I do about a proper Release build?

Using Unity 5.4.2f2 personal, MonoDevelop-Unity and 2dToolkit 2.5.6.

http://pastebin.com/CNvaUC7R

Thanks.

12
Support / Re: Tilemap Editor - Isometric
« on: October 05, 2015, 12:45:04 pm »
Ok. Tried pasting in the relevant code at tk2dTileMap.cs line 156 in Code folder. This cannot be right at all, compile error.

"The name 'instance' does not exist in the current context."
"The name 'tile' does not exist in the current context."

I quickly tried to debug, but I'm not familiar with your code : )

Using tk2d version 2.5.4

13
Support / Re: Tilemap Editor - Isometric
« on: October 04, 2015, 06:03:35 pm »
Thanks Unikron.

I'll post back when I manage to get better workflow/results. I'm sure the code change will make level editing a lot easier for me.

14
Support / Re: Tilemap Editor - Isometric
« on: October 02, 2015, 01:19:23 pm »
My example diagram didn't attach: (sorry to draw on your great screenshot)


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Support / Re: Tilemap Editor - Isometric
« on: October 02, 2015, 01:07:49 am »
puelogames: I understand you want to obscure the player using certain tiles.

In the method you are using and from your screenshot, you could introduce an extra layer on the tilemap. But your problem begins - that is more of a game design solution - when will the cliff and rock tiles obscure the player. How is your program to know when to place the character ahead (when on the left side of the screen on the cliff tops)?

You could introduce a game feature to help with this, or see my example.

When going up the grass the player must change it's state to be seen over the cliff tiles. I hope this solves your issue somewhat.

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