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Add-ons and Extensions / Re: 2D Platform Controller
« on: August 15, 2013, 05:24:26 pm »
Hello,
Site was way out of date anyway (though I'm sure it will return), this forum thread is the best place for info...
http://forum.unity3d.com/threads/173640-Released-2D-Platform-Controller
Also new version is out 1.7.0 (13th August 2013)
https://www.assetstore.unity3d.com/#/content/7381
BTW I'm not affiliated with this asset, it's just the dogs!
Cheers
Site was way out of date anyway (though I'm sure it will return), this forum thread is the best place for info...
http://forum.unity3d.com/threads/173640-Released-2D-Platform-Controller
Also new version is out 1.7.0 (13th August 2013)
https://www.assetstore.unity3d.com/#/content/7381
BTW I'm not affiliated with this asset, it's just the dogs!
Cheers
3
Support / Re: how do i make particle work with tk2dCamera
« on: August 03, 2013, 02:54:44 pm »
Hello,
I think you need to set the Particle System Start Size bigger too!
Cheers
evs
I think you need to set the Particle System Start Size bigger too!
Cheers
evs
4
Add-ons and Extensions / Re: 2D Platform Controller
« on: July 24, 2013, 09:38:49 pm »
Hello,
The link to the 2D Toolkit web player sample is in the original post!
It's http://jnamobile.com/samples/2DPlatformController/AlienSample.html
cheers
evs
The link to the 2D Toolkit web player sample is in the original post!
It's http://jnamobile.com/samples/2DPlatformController/AlienSample.html
cheers
evs
5
Add-ons and Extensions / Re: 2D Platform Controller
« on: July 24, 2013, 02:16:05 pm »
Hello,
It works fine with tile maps (Including 2.1 Beta 3 layers)
It will work with any camera, just need to adjust movement settings, gravity etc to suit
cheers
evs
It works fine with tile maps (Including 2.1 Beta 3 layers)
It will work with any camera, just need to adjust movement settings, gravity etc to suit
cheers
evs
6
Support / Re: 2D Toolkit and point filter sprite
« on: June 30, 2013, 12:11:07 pm »
Hello,
Too small to see without magnification, but the 'chin' on the opposite side to the tongue, the circle is not round, it has a dent in it.
I'm assuming this is what's wrong?
I don't know how to fix it tho'
cheers
evs
Too small to see without magnification, but the 'chin' on the opposite side to the tongue, the circle is not round, it has a dent in it.
I'm assuming this is what's wrong?
I don't know how to fix it tho'

cheers
evs
7
Support / Re: URGENT: with spine with 2dtk in unity problem.
« on: June 03, 2013, 06:43:53 pm »
@ryf9059
Open tk2dSpineSkeletonDataAsset.cs
Delete (or comment out) line 12:
Change line 47 from:
To:
Now when you go to to the SpriteCollection Settings and changeTarget Height and/or Target Ortho Size then click commit, you will immediately see the size change!
cheers
evs
Open tk2dSpineSkeletonDataAsset.cs
Delete (or comment out) line 12:
Code: [Select]
public float scale = 1;
Change line 47 from:
Code: [Select]
json.Scale = scale;
To:
Code: [Select]
json.Scale = 1.0f / (spritesData.invOrthoSize * spritesData.halfTargetHeight);
Now when you go to to the SpriteCollection Settings and changeTarget Height and/or Target Ortho Size then click commit, you will immediately see the size change!
cheers
evs
8
Showcase / Re: WIP metroidvania style pixel art game
« on: May 28, 2013, 06:12:12 am »
Fantastic!!!!
Smooth as a Cashmere Codpiece!
Would make a great Complete Project Asset for learning how to do things smoothly
I'd buy it, love the quality
Cheers
evs
Smooth as a Cashmere Codpiece!
Would make a great Complete Project Asset for learning how to do things smoothly
I'd buy it, love the quality

Cheers
evs
9
Support / Re: Tutorials on 2D Platformer style controls/physics? So floaty :(
« on: May 25, 2013, 10:53:11 am »
Hello,
I use 2D Platform controller, which uses ray casting for collisions and has ladders ropes moving platforms and more.
It's easy to make a tk2d sprite a child of this controller and these two assets work great together!
https://www.assetstore.unity3d.com/#/content/7381
In the next update supposedly coming next week there is the ability to climb too...
http://www.youtube.com/watch?feature=player_embedded&v=UtWOFyY2lco
http://www.youtube.com/watch?feature=player_embedded&v=YUYiB_Oysy0
$30 in the States (I get stung more being in Europe
)
Cheers
evs
I use 2D Platform controller, which uses ray casting for collisions and has ladders ropes moving platforms and more.
It's easy to make a tk2d sprite a child of this controller and these two assets work great together!
https://www.assetstore.unity3d.com/#/content/7381
In the next update supposedly coming next week there is the ability to climb too...
http://www.youtube.com/watch?feature=player_embedded&v=UtWOFyY2lco
http://www.youtube.com/watch?feature=player_embedded&v=YUYiB_Oysy0
$30 in the States (I get stung more being in Europe

Cheers
evs
10
Support / Re: tk2dCamera setup issues
« on: March 23, 2013, 08:45:49 pm »
Hello,
The origin of the tk2dCamera is 0,0 at the bottom left as opposed to the centre
of the screen of the normal one.
So an image placed at 0,0 will show as in the attached screenshot
When using the tk2dCamera I hide the ordinary camera by folding its settings
using the triangle in the inspector
cheers
evs
The origin of the tk2dCamera is 0,0 at the bottom left as opposed to the centre
of the screen of the normal one.
So an image placed at 0,0 will show as in the attached screenshot
When using the tk2dCamera I hide the ordinary camera by folding its settings
using the triangle in the inspector
cheers
evs
11
Support / Re: Dynamic Asset Loading and code wise manipulation
« on: March 21, 2013, 06:44:44 pm »
@Flopopo
Here's a screen shot that should help
cheers
evs
Here's a screen shot that should help
cheers
evs
13
Support / Re: How to import a .tmx file??
« on: March 17, 2013, 04:24:05 am »
Hello,
Just getting to grips with this myself
So here's my little TMX guide using desert.tmx and tmw_desert_spacing.png from the Tiled download as an example?
1. Menu -> Assets -> Import New Asset? -> tmw_desert_spacing.png
(Or drag it to the Project tab)
2. Menu -> Assets -> Create -> tk2d -> Sprite Collection
(I name it here before saving)
3. In the Inspector -> Open Editor?
(This opens the SpriteCollection Editor, which I dock to stop it disappearing)
Note: If you want to use a tk2dCamera in your Project, you can select it here
(Amongst other things)
4. In the SpriteCollection Editor -> Create -> Sprite Sheet
5. Drag the tmw_desert_spacing.png from the Project to the Sprite Sheet Texture box
(Or use the select button to open the asset window instead)
6. Click Set up at the prompt to go to Edit/Config and set the properties?
Tile Width 32
Tile Height 32
Tile Margin X 1
Tile Margin Y 1
Tile Spacing X 1
Tile Spacing Y 1
Pad Extend
Click Apply AND Commit
7. Menu -> GameObject -> Create Other -> tk2d -> TileMap (Beta)
8. In the Inspector -> Edit
9. Drag the Desert Sprite Collection Object from the Project into the Inspector's Sprite Collection data box
10. Inspector -> Tile Map Data -> Create
(Save it - rename it if you like)
11. Inspector -> Editor Data -> Create
(Save it - rename it if you like)
12.Inspector -> Import -> Import TMX -> desert.tmx
(Commit - although the map will already show, better safe than sorry - may want to adjust the camera)
TA DA DONE!!!
cheers
evs
Just getting to grips with this myself
So here's my little TMX guide using desert.tmx and tmw_desert_spacing.png from the Tiled download as an example?
1. Menu -> Assets -> Import New Asset? -> tmw_desert_spacing.png
(Or drag it to the Project tab)
2. Menu -> Assets -> Create -> tk2d -> Sprite Collection
(I name it here before saving)
3. In the Inspector -> Open Editor?
(This opens the SpriteCollection Editor, which I dock to stop it disappearing)
Note: If you want to use a tk2dCamera in your Project, you can select it here
(Amongst other things)
4. In the SpriteCollection Editor -> Create -> Sprite Sheet
5. Drag the tmw_desert_spacing.png from the Project to the Sprite Sheet Texture box
(Or use the select button to open the asset window instead)
6. Click Set up at the prompt to go to Edit/Config and set the properties?
Tile Width 32
Tile Height 32
Tile Margin X 1
Tile Margin Y 1
Tile Spacing X 1
Tile Spacing Y 1
Pad Extend
Click Apply AND Commit
7. Menu -> GameObject -> Create Other -> tk2d -> TileMap (Beta)
8. In the Inspector -> Edit
9. Drag the Desert Sprite Collection Object from the Project into the Inspector's Sprite Collection data box
10. Inspector -> Tile Map Data -> Create
(Save it - rename it if you like)
11. Inspector -> Editor Data -> Create
(Save it - rename it if you like)
12.Inspector -> Import -> Import TMX -> desert.tmx
(Commit - although the map will already show, better safe than sorry - may want to adjust the camera)
TA DA DONE!!!
cheers
evs
14
Releases / Re: 2D Toolkit 1.92 beta 2
« on: March 16, 2013, 08:27:33 pm »
@unikron, @Pani
Attach this script to a game object and it works nicely!
I don't know if this is the best way to do it though?
cheers
evs
Attach this script to a game object and it works nicely!
I don't know if this is the best way to do it though?
Code: [Select]
using UnityEngine;
using System.Collections;
using System.IO;
public class TexturePackerCollection : MonoBehaviour {
Texture2D theTexture; // For the texture
string theData; // For Texture Packer 2d Toolkit .bytes file
FileStream theStream; // For loading image
byte[] theImageData; // Array for image data
tk2dRuntime.SpriteCollectionSize theSize; // Collection size
tk2dSpriteCollectionData theCollection; // For the created collection
void Start () {
// Get size using 2d Toolkit camera
theSize = tk2dRuntime.SpriteCollectionSize.ForTk2dCamera();
// *** OR ***
// Get size for orthographic camera float orthoSize, float targetHeight
//theSize = tk2dRuntime.SpriteCollectionSize.Explicit(100f, 320f);
// Create the texture
theTexture = new Texture2D(512, 512);
// Read Texture Packer data file into string
theData = File.ReadAllText("atlas.bytes");
// Read the image file into the texture
theStream = new FileStream("atlas.png", FileMode.Open, FileAccess.Read);
theImageData = new byte[theStream.Length];
theStream.Read(theImageData, 0, (int) theStream.Length);
theTexture.LoadImage(theImageData);
// Create the collection
tk2dSpriteCollectionData theCollection = tk2dSpriteCollectionData.CreateFromTexturePacker(theSize, theData, theTexture);
// Add the named sprite to the game object that this script is attatched to
tk2dSprite.AddComponent(gameObject, theCollection, "progressBar");
}
}
cheers
evs
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