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Messages - Dgizusse

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1
Releases / Re: 2D Toolkit 2.1 beta 3
« on: July 26, 2013, 05:34:42 pm »
Having a tk2dCamera in a scene keeps marking the scene as dirty.

When the camera is NOT selected, commenting out everything in UpdateCameraMatrix stops making it dirty.
If the camera is selected, even with the code commented, it gets dirty. (But it doesn't get set dirty because of GUI.changed)

(BTW shouldn't the Update() call in UpdateCameraMatrix be in editor only?)

Thanks a lot!

2
Showcase / Saute Mutants
« on: June 24, 2013, 09:27:48 pm »
Here a project built for the "Challenge Pixel Québec" game jam.

Saute Mutants


Here's a gameplay video.
http://www.youtube.com/watch?v=aQXFjXNXcYQ

All built using 2d Toolkit (including UI and TileMap), HOTween and USFXR (for sounds, try it, it's on GitHub!!!)

The team consisted of a designer, an Artist and myself (programmer).

3
Support / Re: Creating tweens with HOTween Visual Editor
« on: May 30, 2013, 08:39:19 pm »
Commit() is only used for TextMesh as far as I can remember. For Sprites/etc. you're good to go with the HOTween Visual Editor.

4
Support / Re: Creating tweens with HOTween Visual Editor
« on: May 30, 2013, 07:37:10 pm »
When changing a TextMesh property you must call Commit() to see the change. Just because of this, I doubt it's possible to use the Visual Editor to update TextMesh properties (including color)

Unless you create an HOTween Plugin specific to TextMesh that calls Commit() by itself... Maybe then you could use the Visual Editor (If it's possible to set the plugin used to tween.

I hope that clear things up a bit!

5
Support / Re: multiplatform memory issues
« on: May 14, 2013, 04:00:14 pm »
Nice, that's pretty clever!

(BTW, I'm the guy who sent you the LoadPNG code about a month ago by email and looking at the hack code, I think that would have broken this hack when loading from PNGs because of the code I've added in tk2dSpriteCollectionData::Init() in the tk2dSystem.OverrideBuildMaterial if... I did not really realize what was going on in there at the time.)

Thanks!

6
Support / Re: multiplatform memory issues
« on: May 14, 2013, 02:31:25 pm »
ii. If you're using Unity 4.0 or 4.1, there is a really really nasty bug in there that causes the last used texture to be loaded when it shouldn't be. The bug report has been acknowledged by Unity engineers and they are fixing it, but I've not got an update if this will be fixed in Unity 4.2. There is a workaround to this, email support if you're affected.

In order to get around this bug would it be best to set the platform in editor to 1x and go back and save every scenes before building?

7
Releases / Re: 2D Toolkit UI 1.0 beta 3
« on: April 27, 2013, 04:47:58 pm »
When removing the Send Message Target of an UIItem, if the Method Name isn't removed as well, the following message will be written to the console:
Code: [Select]
UnassignedReferenceException: The variable sendMessageTarget of 'tk2dUIItem' has not been assigned.
You probably need to assign the sendMessageTarget variable of the tk2dUIItem script in the inspector.

I'd recommend that the CustomEditor clear the Method Names whenever the Target is set back to null.
Or check that the target != null at runtime...

Thanks a lot.

8
Releases / Re: 2D Toolkit UI 1.0 beta 3
« on: April 19, 2013, 03:04:17 pm »
Updated from beta 2 using Unity 3.5.7

Works flawlessly!

Very nice job once again.

9
Support / Re: Using github - is the library required by 2DTK?
« on: April 11, 2013, 11:34:13 pm »
This is what my .gitignore file looks like:
Code: [Select]
/UnityProject/*
!/UnityProject/Assets/
!/UnityProject/ProjectSettings/
/UnityProject/Assets/-tk2d.*
/UnityProject/Assets/Resources/tk2d/*
/UnityProject/Assets/Resources/tk2d.meta

You must make sure to set the version control mode to Meta Files in the Unity Editor Settings and you shouldn't have problems.

You should also make sure to follow these instructions: http://www.unikronsoftware.com/2dtoolkit/doc/advanced/version_control.html

Hope that helps.

10
Support / Re: What next?
« on: March 12, 2012, 12:57:01 pm »
  • Integrated multi platform support (different atlases for different platforms, automatically loaded in)
  • Animation editor upgrade (this is long overdue in my opinion, but generally, our workflow fits quite well with the way it is right now)

A nice, artist friendly, animation editor would be awesome!

11
Support / Re: Collider gets duplicated on Commit with Unity 3.5
« on: February 20, 2012, 10:54:37 pm »
Good news!
Thanks a lot!

12
Support / Collider gets duplicated on Commit with Unity 3.5
« on: February 17, 2012, 04:53:26 pm »
Hi,

Since upgrading to Unity3.5, whenever I commit my SpriteCollection, every sprite with a collider that are prefab instances get a second collider.
I've tested with version 1.56 and 1.57beta2.

To reproduce, you can simply load the demo "8 - polygon colliders", create a prefab from a box or spike and then commit the DemoSpriteCollection. The instance in the scene will now have 2 colliders.

Any idea what could cause that and if there's a workaround while waiting for a fix?

Thanks a lot for this great tool, keep up the good work!

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