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Messages - AdamOwen

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1
Support / Re: tk2dCamera seems to be offset by a small amount
« on: September 14, 2014, 11:58:31 am »
Yes just tested this, I'm on Windows and can confirm this only happens on in DX11 mode, switching to DX9 fixes it. I only need DX9 so not a problem for my project, good luck with the fix!

Thanks.

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Support / tk2dCamera seems to be offset by a small amount
« on: September 10, 2014, 04:29:35 pm »
Hi,

I've come back to 2D Toolkit after a few months and while trying to remember how to set up camera scaling I've come across a problem.

It seems that the tk2dCamera transform is offset by 0.01 in x and y and is causing a tiny gap on the right and bottom of the game.

To reproduce the problem:

1) Create a tk2dCamera and set the native and preview resolution the same (I'm using 960x640 but it doesn't seem to matter).
2) Create a quad the exact size of the camera, so for 960x640 make it x: 9.6, y:6.4
3) You can see the small gap on the right and bottom of the camera preview, changing the camera background to bright red shows up better.
4) Change the tk2dCamera position to x: -0.01, y: 0.01 and the gap disappears and the scene is centered.

If you view this same scene in an orthographic Unity camera with a size of 3.2 there is no gap.

I've tested this a bit and if you use the same settings and slowly start reducing the width of the quad by 0.01 you can see in the Unity camera it stays centered, where in the tk2dCamera the right side shrinks before the left.

I've used a quad as it's easy to test with but I first noticed the problem while trying to use a sprite in a sprite collection (100 pixels per meter on the collection and camera), it also happens with Unity sprites.

I've tested this with the same results in 2.4.0 and 2.5beta2, both in Unity 4.5.3. If it's a stupid setup error on my part please let me know, otherwise I'd love to figure this out as searching didn't turn up any results.

Thanks in advance for any help!

3
Support / Re: What next?
« on: July 10, 2012, 11:30:24 pm »
Thanks for the info!

Understood about the frame based animation issues, glad to see it's something you've been working on though and look forward to updates.

It's funny you mention prototyping as that was my main usage case too. I generally don't like anything automatically generated when it comes to final builds and depending on what the tools generate I'd more than likely end up creating my own colliders once the art has been finalized anyway. The early stages are a completely different story though and spending the time setting up such colliders just to find they don't play well is annoying to say the least.

I was considering generating colliders in Uni2D then moving them into 2DTK so it's not a game breaker.

Box2D support sounds great!

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Support / Re: What next?
« on: July 10, 2012, 10:13:41 pm »
I'd definitely like to see some upgrades to the collision system in the future. The ability to create multiple polygon colliders per sprite, or even better, automatically generate them for concave vs concave collision.

There's a recent asset (not yet released) announced on the Unity forums called Uni2D which looks to make this stuff an absolute breeze - http://forum.unity3d.com/threads/142608-Uni2D-tool-A-new-amazing-way-to-create-2D-games-in-Unity!!

Might be worth you having a look at the video Unikron and seeing what you make of it, I understand it's a lot of work but right now it's at the top of my request list as creating colliders by hand can be a pain for complicated sprites.

Keep up the great work, best ?50 I spent in a long time!

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Releases / Re: 2D Toolkit 1.75 beta 4
« on: June 22, 2012, 06:17:13 pm »
That's cool, thanks for the quick reply!

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Releases / Re: 2D Toolkit 1.75 beta 4
« on: June 22, 2012, 04:41:56 pm »
Hey, first post here. Love 2DToolkit!

I noticed in 1.7 beta 1 a bugfix was mentioned that undo is now registered when creating all objects. I've tried 1.7 final and I'm now running beta 4 and there seems to be no ability to undo parameter changes on sprite objects.

While not a killer it was a bit confusing seeing Unity undo other operations but not reverting sprites back to their previous images and still catches me out sometimes.

Are there plans for a fix for this?

Cheers!

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