Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - radu

Pages: [1]
1
Support / Re: Use BoxCollider2D on TileMaps instead of EdgeCollider2D
« on: April 15, 2015, 04:38:01 pm »
If you search the forums, I posted something a while back that allows you to convert edge colliders to polygon colliders. You can maybe adapt that code if you really need box colliders, but you may be able to get away with using polygon colliders.

2
Support / Re: PolyNav with TileMap
« on: March 06, 2015, 05:39:39 pm »
Any progress on this? I'm looking to replace astar with polynav as the paths look more believable, but it looks like this it's a bit more complicated than I first thought.

3
Support / Re: Animation resetting material?
« on: December 30, 2014, 06:12:52 pm »
I found a workaround here: http://2dtoolkit.com/forum/index.php/topic,356.0.html towards the bottom of the thread.


4
Support / Re: Animation resetting material?
« on: December 30, 2014, 05:16:21 pm »
Actually it's not the animation. Running the project with a basic sprite having another material reverts it to "atlas0 material". How can I prevent this?

5
Support / Animation resetting material?
« on: December 30, 2014, 05:08:24 pm »
I need to have multiple materials to support some custom shaders but it seems running an animation resets the material. Any way to avoid that?

6
What would be the easiest way to have a angled top/down perspective where my characters can go in front or behind a wall (that's part of a tilemap)?

I could work with the sorting layer/sort order for individual sprites, but the tilemap seems to be batching the walls and not sure how to play with the sorting order.

Is there a way to say something like descending (top to bottom) draw order and then I can change the ordering on my character sprite depending on the position so it's in front or behind walls?


Also, how would I figure out my main character sprite is behind a specific section of the tilemap so I can make it a bit transparent? Once again, it looks like the colliders are batched as well into edge colliders.


Thanks!

7
Support / Scaling artifacts with camera x2
« on: December 23, 2014, 06:18:50 pm »
I'm getting some strange scaling artifacts - see image


Left is with artifacts, right is normal. Most of the time the sprite is displayed properly, except every once in a while this happens.

I'm using a 2x camera. It doesn't matter if the 2x is made via pixels per meter or zoom factor, the same problem occurs.


Am I missing something?

(this shouldn't matter, but what you see is actually 4 sprites: yellow robe, brown accent, black parts, yellow eyes; also, there is a two-frame animation for all these parts - that's why they don't look exactly the same left and right)

8
Support / Script to rename sprites in collection
« on: December 19, 2014, 06:55:28 pm »
I have an editor script that retrieves a sprite collection to do some mass renaming. The renaming seems to work but it's not reflected on the tk2d editors.

I checked the sprite collection data file on disk and the names are changed.

I'm guessing I need to run something to force a refresh/rebuild...

Here's my code:

Code: [Select]
[MenuItem("Blah/Mass Rename/Idle Sprites")]
    public static void MassRenameIdleSprites()
    {
        try
        {
            var spriteCollection = AssetDatabase.LoadAssetAtPath("Assets/Sprites/MainSpriteCollection.prefab", typeof(tk2dSpriteCollection)) as tk2dSpriteCollection;
            var spriteCollectionData = spriteCollection.spriteCollection;

            for (int i = 0; i < spriteCollectionData.Count; i++)
            {               
                spriteCollectionData.spriteDefinitions[i].name = spriteCollectionData.spriteDefinitions[i].name + "AB";
            }
        }
        catch (Exception e)
        {
            Debug.LogException(e);
        }
    }

9
Showcase / Kids Toy Workshop - preschool kids game (Android/iOS)
« on: October 30, 2013, 12:13:05 am »
I recently released this, using tk2d:

http://vividhelix.com/toy-workshop/

Taking the opportunity to thank unikron for this amazing plugin!

10
Support / Re: Unload Textures
« on: September 16, 2013, 03:55:53 pm »
Actually for me the behavior is different on iOS, it would just silently crash if I use the large textures. Using mipmaps and half res textures worked fine. So never got the black squares on iOS.

On Android, a couple of months ago when I wrote this I would get black squares. Haven't had any issues since I introduces the texture unloading as posted here. Also, only unikron's addition to tk2dBaseSprite worked (well, I added it as an extension method to ease upgrading to newer versions of tk2d). The ReloadTextures on the sprite collection as posted by int64 did not work for me.

 

11
Support / Re: Unload Textures
« on: July 19, 2013, 05:23:21 pm »
Do you have an ETA for that?

Thanks,
Radu

12
Support / Re: Unload Textures
« on: July 19, 2013, 01:23:22 am »
Hi there,

I'm experiencing the same thing where unloading the textures and then trying to use sprites with those texures results in black blocks instead of properly reloading texures. Can you send me the patch as well? I just to the latest tk2d version from the asset store 10 minutes ago.

Thanks,
Radu

13
Support / Editing multiple items in SpriteCollection
« on: July 09, 2013, 08:25:03 pm »
I found a couple of older topics on this, but no solution.

When selecting multiple items in a sprite collection, changing properties only applies to the last selected one.

14
Support / Re: Gap in tiled sprite
« on: June 13, 2013, 04:43:40 pm »
That works great, thanks!

15
Support / Gap in tiled sprite
« on: June 13, 2013, 09:50:06 am »
Hi,

I have a tiled sprite that has no gap in the png file. However, it appears there's a gap between the individual tiles when using a TiledSprite:http://imgur.com/PU38z3f.

Is there something I'm missing?

Thanks,
Radu

Pages: [1]