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Messages - zettam

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1
Support / Re: Is it possible to skew a sprite?
« on: May 07, 2014, 03:19:47 am »
I think it would also be good to implement a skew for the tk2d textmesh as well. It would be good to create "italic" on the fly :)

I generally work around this by rotating the text/sprite in two axes. Works for 2d games --- 3d rotation becomes 2d skew from the point of view of the camera.

2
Support / Re: Sprite edge glow?
« on: May 07, 2014, 03:17:58 am »
Maybe you can create a generic glow and just scale it depending on the sprite size?
It surely depends on the situation, but this generally works for most cases.

3
Support / Re: Shine effect like this one!
« on: May 07, 2014, 03:16:56 am »
how about a sprite animation for "shine" ?
Basically, all you have to do is, to trigger the animated sprites in correct order.

The other way I would try would be writing a custom shader that uses another textue input for a gradient, a float value for completion percentage and simply a screen space uvw mapping. It's not that difficult but I'm not entirely sure if it's needed for this case as I can see from the example video the sprites' shine is also being triggered separately as well.

Does it make sense?


4
Support / Re: Tangents and Normals?
« on: April 10, 2014, 10:43:31 am »
UPDATE: My custom shader works with regular sprites. It doens't work with fonts in the collection.
When I set the material of any image based sprite to the material that uses my shader, it works nicely (no errors) however when the same material is set for any fonts in the correction, the error is there.

I believe the current version is TK2D is not generating normals and tangents for the fonts, even if it's set in settings.

5
Support / Tangents and Normals?
« on: April 10, 2014, 10:18:09 am »
Custom shader caused this error

Shader wants normals, but the mesh  doesn't have them
UnityEditor.DockArea:OnGUI()

I've set my collection settings to generate both tangents and normals, however the error is still there. What's the quick fix for this?

6
Support / One textmesh - Multiple Fonts
« on: April 08, 2014, 02:01:34 pm »
It could be a really good possibility to use multiple fonts within a single textmesh. To be able to use family variants of the same font with some sort of inline styling could increase the speed of the work by a lot. Right now, I'm trying to position multiple tk2d meshes to make a font change inline, which becomes quite hectic in the end, work wise.

Maybe it's possible somehow? Wanted to ask.

7
Support / Re: Tk2D Sprites, messed up
« on: April 08, 2014, 01:59:06 pm »
I fixed the solution by manually re-doing everything :/
I had to go through each game object one by one; fingers crossed.

8
Support / Re: Jagged edges on rotation
« on: April 06, 2014, 05:37:28 pm »
It's possibly about point sampling mode. Set it to bilinear from settings, you'll be good to go.

9
Support / Re: Tk2D Sprites, messed up
« on: April 06, 2014, 01:08:56 pm »
everything is there, nothing is null or missing

10
Support / Tk2D Sprites, messed up
« on: April 06, 2014, 11:46:28 am »
I had to rename a few files that are used in the sprite collection. Did the renaming in unity.
Right now the sprite collection is messed up, it looks like I am using a different atlas. Tried re-committing, or changing (forcing) the atlas resolution size, didn't help.

11
Support / Re: Possible to use Unity's Animator with 2dtkSprite?
« on: April 04, 2014, 12:13:20 am »
I use unity animation editor all the time, it works like a charm.
You can't edit colors of sprites, but position scale rotation and native values can be modified.

12
Support / Re: Centered Scrollable Area
« on: April 01, 2014, 03:18:08 pm »
Oh I mean --- is it possible to use the "scroll area" as a screen centered object?
Right now no matter how I build my hierarchy, the scroll starts at scroll area origin. I simply want it to be the center of my scroll area, scroll area itself being defined by the (centered) background.

13
Support / Content Length / Visible Area Limits Behavior
« on: April 01, 2014, 03:07:36 pm »
Scrollable Area behaves more correct when the area length is set to 1.
When it is set to a higher number, the content can be fully dragged out of it's limits (when released it goes back of course).

When we check similar systems (like apple's native scroll behavior) the limits should not work like how the scroll works normally. It has sort of a slowdown/ratio of drag, which has the same drag direction but different speed, which decreases ven more when the finger goes away from the limited side.

This behavior can be observed when the "visible area length" is 1 - there is a slowdown in the scroll which corrects/balances the "free drag" issue.

To temporarily fix this, I'm just setting the content length to contentLength-actualVisibleAreaLength, and settinh the visible area lenght to somewhere between 0.6 and 1. Could be good if the actual functionality worked like this --

14
Support / Centered Scrollable Area
« on: April 01, 2014, 03:00:42 pm »
Is it possible to use scrollable area with a centered background object?

15
Support / Re: UI Related Questions - Scroll and Buttons
« on: April 01, 2014, 02:56:02 pm »
Oh nevermind! fixed! I guess unity inspector made it's magic again :)

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