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Messages - Mikael1987

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1
Releases / Re: 2D Toolkit 2.0 Playmaker actions
« on: February 02, 2014, 05:26:00 pm »
Just got playmaker and having this is godsent ;) thanks Unikron!

2
I use 2dtk and recently started using this too,both assets are A+++ :). It's good to see different developers "Blending" into making one thing even better.

3
Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 15, 2013, 09:01:21 pm »
Thank you :)

4
Support / How can I change the sprite ID?
« on: August 11, 2013, 12:32:50 pm »
Im creating a sprite collection with 12 different images numbered 1 to 12,when i created whe collection the first 1 is ID'ed 1,the second 2 but the third is 0,not quite sure why this is happening,At first i thought it had to do with the ASCII code,but sprite "10" is ID'ed as 10. Is there a way so I can manually set up the id of each sprite?. Thanks in advanced.

5
Support / Re: Static/Animated Sprites together?
« on: July 22, 2013, 12:16:39 pm »
Awesome thanks,I'm not home right now so I couldn't test it before asking,was only doing some thinking here ;),thanks again.

6
Support / Static/Animated Sprites together?
« on: July 22, 2013, 11:48:22 am »
I'm not able to test this right now because I'm not home,so just thinking if it's possible:
I'm trying to make some kind of "inventory" in which when You first open it,the sprites are not animated,and when you hover over them,the animation starts,Is it possible to have
a "mixed" sprite that is both static and animated?,I mean I know I could just use animated sprites and set an animation to only 1 frame/image to be the static one and have it as default,and then on hover play the animation. Maybe I should just do this instead? Im just worried about performance.On the other hand I wont be having hundreds of these,maybe 20-30 tops. Thanks in advanced.

7
Releases / Re: 2D Toolkit 2.1 beta 2
« on: July 15, 2013, 07:08:33 pm »
Thank you!,I can't say enough how happy I am to have bought this :)

8
Support / How to access animations/sprites through code?
« on: June 30, 2013, 10:50:44 pm »
I'm trying to build a dictionary for a small database of items I need in my game,the idea is the following:

Code: [Select]
using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class ItemClass : MonoBehaviour {

public string name;
public string description;
public int id;
public int uses;
public tk2dSpriteAnimator animations;
public tk2dSprite sprite;

public ItemClass(string name,string description,int id,int uses,tk2dSpriteAnimator animations,tk2dSprite sprite)
{

this.name = name;
this.description = description;
this.id = id;
this.uses = uses;
this.animations =animations;
                this.sprite = sprite;

}
}

public class ItemsDatabase : MonoBehaviour {

public Dictionary <string,ItemClass> dictionary = new Dictionary <string, ItemClass>();

public ItemClass carraca = new ItemClass("Carraca de la Folga","Brilla como un dia festivo",0,1,null,null);
public ItemClass silbato = new ItemClass("Silbato Noctámbula del Cónclave","Un Silbato para unirlos a todos en El Pálpito",0,2,null,null);

void start ()
{
dictionary.Add(carraca.name,carraca);
dictionary.Add(silbato.name,silbato);
}

}


I want to be able to have a 2dtksprite for display on the inventory and a tk2dSpriteAnimator for when I hover start an animation, my question is how can i reference the individual sprites/animations for my ItemClass to accomplish this?,thanks in advanced.

9
Support / Re: How to set up 2dtk Camera
« on: June 23, 2013, 06:58:26 pm »
Thanks a lot again,that worked perfectly,Id swear I try that but i wasn't getting the desired results so I probably missed something. Thanks for replying on a sunday!You're awesome ;D!

10
Support / How to set up 2dtk Camera
« on: June 23, 2013, 04:45:13 pm »
I've been messing with the settings for the past 2 hours and I just can't figure it out.
I have all my sprites collections set to use "2dtkcamera".
What Im basically trying to accomplish is to have a 480x320(pixel view on the camera) no matter the resolution(scalling up for higher resolutions). Any insight? I've tried setting the 2dtkCamera resolution to 480x320 and also in the build settings(when i build and run) to the same values.
thanks in advanced.

11
Support / Best way to export/import?
« on: June 22, 2013, 12:22:56 pm »
So basically what is the best way to do this? My one of the artists of my team is taking care of the maps and its elements,he has a project set up with a scene that has different prefabs he made set up to compose said scene,now I need to import that to the "whole" proyect,whats the best way to do this?,I tried copying all the assets folder but everything came out without textures,I also tried to put all the scene elements into a game object and then make this a prefab,that did not work either.thanks in advanced.

12
Support / Re: All textures dissappear after upgrading to 2.0
« on: June 20, 2013, 10:04:14 pm »
Im an absolute and utter tard lol..I didn't even try to fix the flip error and pressing play before asking for help,it actually took me more time to take screenshots and ask here than fixing it,and yes you are right,after fixing it and pressing play everything appearead and stayed in screen. Thanks for the fast reply!(sorry for asking before trying to fix it,too tired today,I guess I just wanted a fast solution without thinking,wont happen again! )

13
Support / All textures dissappear after upgrading to 2.0[SOLVED]
« on: June 20, 2013, 08:54:17 pm »
Before:


Uploaded with ImageShack.us
After:


Uploaded with ImageShack.us

So whats happening? :(,the only errors or warning I get in the console are about the flip.x and flip.y functions.

EDIT: I did the integrity checker(success) and followed all the steps(new scene,umcompress,restart etc)

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