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Messages - DJVDJV

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Support / Re: Layer transparency
« on: November 29, 2016, 09:48:40 pm »
In runtime. I try make water layer that changes transparency. (So I can see rocks "underwater")

Support / tk2dSpriteCollectionBuilder inm Unity 5.X
« on: November 18, 2016, 06:47:09 am »
I think ConfigureSpriteTextureImporter-Method cause strange behavor in my sprites and I cannot change sprite type in Unity 5.X

Support / Layer transparency
« on: November 17, 2016, 01:28:01 pm »
How to set transparency for one specific layer in Tk2d Tilemap?

Support / Plane fill the 2DTk-camera
« on: November 17, 2016, 11:16:22 am »
Hellos, I am using 2dTk Camera (orthographic).

Now I have plane that I want to fill whole camera.

I tried it like this:
transform.localScale = new Vector3(k2dCamera.Instance.ScreenCamera.orthographicSize * 2.0f * Screen.width / Screen.height, k2dCamera.Instance.ScreenCamera.orthographicSize * 2.0f, 10f);

Also like this:
float worldScreenHeight = tk2dCamera.Instance.ScreenCamera.orthographicSize * 2;
float worldScreenWidth = worldScreenHeight / Screen.height * Screen.width;
Bounds bounds = plane.bounds; // Plane is here plane I want fill camera
transform.localScale = new Vector3(
worldScreenWidth / bounds.size.x,
worldScreenHeight / bounds.size.y, 1);

But scale seems to about 80 times too big? How do I get this to work with 2Dtk camera?

Support / TiledMap drawing order VS Object Drawing Order
« on: November 09, 2016, 01:17:39 pm »

I want effect as in example picture.
Just wonder how I should take and change object Z to get id depending tiled map Z?

Support / Multiple screens
« on: November 09, 2016, 10:45:25 am »

My upcoming game have multiple screens (Over 50 screens). Every screens have same layers etc (Lot identical stuff). And I think it really hard to make layers for every screen (even with duplicating with ctrl + d). At least when it becomes larger changes.. I must change things on every 50 screens. How I may avoid this problem? How people usually handles multiple screens?

Support / Nice light for tiled map
« on: November 07, 2016, 09:52:55 am »

Was wondering how to get nice nigh/day light effect form game. (As in example Stardew Valley shot)

I was trying just diffuse shader and normal lights and it does not looked good.

I need no collider or anything for light just night / day effect and light radius.

What might be right way to do this?

Support / 2DTK and lights
« on: January 26, 2016, 10:30:02 am »

I got 4 different 2dtk tilemap in my game. Now I want add light that affect every tilemap. Because tilemaps seems be in different z in enginewise I need do nor 4 x light with different z:s (one light for every tilemap). How I can do light that is not affected by z so just one light that light every tilemap.

Support / Tilemap material
« on: October 30, 2015, 08:20:21 pm »

I try change tilemap material at runtime like:
 backGroundTileMap.SpriteCollectionInst.material = backGroundTileMap.SpriteCollectionInst.materials[1];

 backGroundTileMap.SpriteCollectionInst.materials[0] is normal material.
 backGroundTileMap.SpriteCollectionInst.materials[1] is custom material.

But it does not seems change.. what I do wrong?

Support / 2D Toolkit and 2DDL
« on: October 18, 2015, 11:08:08 am »

I tried to get light system: (2DDL https://www.assetstore.unity3d.com/en/#!/content/25933)
to work with 2DTk.

I did not get 2DTk polygon colliders work wit 2DDL, I asked help from maker of 2DDL and he answered:

"2dlight gameobject must have the same Z pos that polygon colliders 2d.
Other thing is layermask, check layer within inspector of 2ddl and layer of your tiles"

How to set that Z pos of polygon collider in code wise in 2DTk?
Is there anything else I should know

Support / Re: How to move tk2dTileMap
« on: October 04, 2015, 09:06:12 pm »
How I should do this in code wise?

Support / How to move tk2dTileMap
« on: October 04, 2015, 01:37:44 pm »

How I can set whole  tk2dTileMap place in world. Like I have 2 different map but I want their coordinate 1,1 be in different place in world.

Y, Heikki

Support / Still in edit mode
« on: September 03, 2015, 10:41:38 pm »


I got warning:

Tilemap XXX is still in editmode. Please fix. Building overhead will be significant.

What might cause this? How to turn edit mode off?

Support / Re: Problem with lights
« on: June 13, 2015, 09:19:19 pm »
Any suggestion what kind lights people usually uses with 2dtk tilemaps? Any suggestions about assets etc?

Support / Problem with lights
« on: June 12, 2015, 10:29:00 pm »
 I have problem with light and tilemap Z.

I use:
* tk2d tilemap as tilemap
* spriterender for characters
* Unity point light as light
* Sprite/Diffuse as shader for map and character
* Character and map have same Z

Map and character are on same layer, same sorting layer just "order in layer" so that character appear top of map.

If I add spot light in screen it affects only for character. If I change light Z 0 ->3 it affects map but not player anymore.

Why light needs different Z for map? Have any suggestion have I forgot something?

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