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Topics - dustinbahr

Pages: [1]
1
Support / Dragging an instantiated item
« on: July 02, 2015, 10:43:47 pm »
We have a situation where objects with tk2dUIItems can be drug around the screen, in a multi touch environment.

We listen for OnDown, use the tk2dUIItem.Touch to update position while dragging, and stop OnRelease.

This works great. However in other cases we want to instantiate one of these objects and begin dragging it immediately.

How do we simulate the OnDown and start dragging the instantiated object?


We tried tk2dUIItem.Press(), and while this did simulate the initial touch, the touch does not continue to get updated, so dragging isn't possible.

We found a working solution that involved adding to tk2dUIManager. We added this method which we call right after tk2dUIItem.Press();

Code: [Select]
public void AddItemToList(tk2dUIItem item)
{
prevPressedUIItemList.Add(item);
}


However, it seems like this addition shouldn't be necessary. What are we missing?

2
Support / tk2dSlicedSprite scale edges
« on: January 23, 2015, 10:27:39 pm »
Is there a way to have a tk2dSlicedSprite behave in sort of the opposite way of default?

What I mean is I would like to stretch the outer edges instead of the middle. I guess the way I'm wanting to use it in this way is really a 3-slice instead of a 9-slice, But I think it could apply to either way.

3
Support / Sprite Collection & Animation - Loadable Asset
« on: October 15, 2014, 03:20:04 am »
Hello,

We are wanting to load sprite animations at runtime.

I tested putting the sprite collection data prefab and the sprite animation prefab in the resources directory and loading those to use them. This worked great.

Then I noticed the Loadable Asset checkbox in sprite collection settings.

The manual says:
"When ticked, the asset will be loadable using tk2dSystem.LoadResourceByName<tk2dSpriteCollectionData>("name");"
"It is a great way to load assets at runtime without resorting to moving objects into resources folders."

However, when searching the forums, I see you saying that it is not officially supported.

Which method should we use?

4
Support / Alternatives to Spine with 2D Toolkit
« on: October 08, 2014, 05:45:04 pm »
My team has looked into using Esoteric's Spine for animation in conjunction with 2D toolkit. We really loved their features and were excited about using it until we looked deeper into their licensing model.

Their licensing model would require each of our clients, to maintain a yearly license as long as the application we make for them is in distribution. We feel this is a ridiculous and unnecessary hassle to place on our clients.

Do you guys in the 2D toolkit community have any other suggestions for skeletal animation tools?

Thanks!

5
Support / tk2duiscrollablearea jerking back
« on: January 06, 2014, 03:30:20 pm »
I haven't found a solution yet even after looking through the code a bit, but whenever I'm scrolling the area, the content jerks back and forth (on ios and desktop).
Its almost like its trying to get back to a "start value" or something, but its set wrong or doesn't update so it jerks back really far quickly.

6
Support / Textmesh Letters - Rendering Order / Depth
« on: June 28, 2013, 10:21:24 pm »
Hello,

I was just wondering if it was possible to have a textmesh render its layers from right to left, instead of left to right?
I attached an example image of why this might be a problem, as the letters are overlapping and I wanted the shadows to be behind the letters.

Thanks!


7
Showcase / The Lovely Little Picnic
« on: March 12, 2013, 06:01:27 pm »
http://www.jubitron.com/

The Lovely Little Picnic is the first story in the Jubitron: The Girl Robot series. The book features original music, illustration, animation and surprise activities on every page that will capture your child's sense of creativity and imagination.

? Suitable for ages 2+
? Optional narration, Choose to read the book yourself or have it narrated
? Tap on any word to have it read aloud
? Original illustration and music
? Beautifully animated
? Fun interactions on every page

iTunes: https://itunes.apple.com/us/app/jubitron-girl-robot-lovely/id601534162?mt=8
Google Play: https://play.google.com/store/apps/details?id=com.curiousmedia.jubitron.picnic.google&feature=nav_result#?t=W251bGwsMSwyLDNd
Amazon: http://www.amazon.com/Jubitron-Girl-Robot-Lovely-Little/dp/B00BMVZ49S/ref=sr_1_1?ie=UTF8&qid=1363111127&sr=8-1&keywords=jubitron

[youtube]http://youtu.be/ueVe-isx8uQ[/youtube]

8
Support / Zoomable Level - Best Practices
« on: March 12, 2013, 04:33:40 pm »
I have an idea for an app that would include the ability to pan, rotate, and zoom into the level like many games do.

I have a few questions about best practices when planning how this is setup. See attached image as reference.

1) I would like my zoom to vary between showing the whole map to zooming into about 200%. So the landscape would be twice as larger and the viewer would be closer to the action. How can I even begin to support this idea with HD graphics on retina displays? To have the level viewable all at once, it basically needs to be nearly 2048 tall already, but then I want to be able to get 200% closer, meaning it will have to be HUGE. Any tips or tricks to avoid having MASSIVE images?

2) Is 2DToolKit a good fit for this idea? Should I explore something like Rage tools?

3) I've tried some brief tests using the dicing feature. This does help, but I was wondering if there's a to not only eliminate blank space, but also slices that end up being identical. For instance when I dice the attached image (leaving out the blue, and making it transparent) I get many slices, representing the inner portion of the island, that are the same. How could I optimize this?

I guess I'm looking both for specific answers, and hopefully some tips to point me in the right direction for creating a level that is able to use panning, rotation, and zoom, all with support for HD devices such as iPad 3.

Thanks!

9
Support / Platform Settings - Image/Sprite Edge Cutoff
« on: January 09, 2013, 11:07:00 pm »
Hello again!

I'm not sure what's causing it (might be a setting I missed), but for some reason my sprites get cut off slightly at the edges depending on the platforms their used on.

Its especially noticeable on iPad 2 vs. iPad 3, where on iPad 2 there's some pretty harsh cutoffs on some image edges. Anything I can do?

Thanks!

10
Support / Formatting WordWrap - Platform Settings
« on: January 04, 2013, 08:12:42 pm »
Is wordwrap unsupported when using platform settings, or did I create my fonts wrong?

I'm just wondering because my word wrap changes based on the platform selected, and I have to manually change the numbers per platform or else my text goes offscreen.

Thanks!

11
Support / Platform Settings - 1 Source Image
« on: December 19, 2012, 11:20:38 pm »
I was just wondering if this was possible, because it seems entirely logical to me and less clutter:

I want to set up my platform settings, but only use 1 source image (the highest res possible) for all of them.
Then afterwards I can just resize the atlas textures to be shrunken down (with max texture size).
It seems that it doesn't support this because if it doesn't detect multiple source images it fails?

All I'm after is the resizing of the finished atlases, I'm not going to import 3 versions of every image if it only pulls the images from the atlases in the end anyways.

Thanks!

12
Support / tk2dFont Jaggies?
« on: December 06, 2012, 05:25:34 pm »
I've been trying to find a solution to this for some time, but is there any setting or reason why my imported bitmap fonts with tk2dFont have very bad aliasing (jaggies)? It is really distracting and noticeable in my project.

I'm using glyphDesigner and tk2dCamera.

Here's what it looks like, especially noticeable on the smaller text.


13
Support / Change sprite anchor at runtime?
« on: October 08, 2012, 06:19:35 pm »
Is it possible to change the anchor point of a sprite at runtime?

14
Support / Ugly Edges
« on: September 25, 2012, 11:43:00 pm »
I'm hoping there's a setting I am missing to improve the edges on my graphics, especially on scaled non-retina displays.

I have my project setup for iPad with the following settings:

tk2dcamera:
Native Res: 1536 x 2048 (retina iPad)
Override: 768 x 1024 (ipad 1 & 2), auto-scale none, scale 0.5

I have attached screenshots from iPad 1 and iPad 3 (retina).

The retina is close to acceptable but the edge on the cloud graphic is still less that stellar.

The iPad 1 is just plain awful. If I understand correctly this is displaying one of the auto generated mipmaps.

I have also attached the png atlas that 2DToolkit is generating from my graphics. It does not show any sign of these horrible edges, so I am hoping there is a Unity import setting I can tweak.

Any advice?

15
Support / Get Mouse or Touch Position Relative to Camera Scale
« on: September 25, 2012, 07:07:17 pm »
Is there any easy way to get the input position relative to the camera?

For instance I have an iPad project that will need to work on retina and non-retina.

I have my tk2dcamera setup as follows:

native resolution: 1536 x 2048
override: 768 x 1024, auto-scale: none, scale: 0.5, fit-mode: center

On non-retina displays when I tap on the edge of the screen, Input.mousePosition reports a number near 768, but the graphics I have in the scene have a width of 1536.

How can I get the position of my input relative to my graphics instead of relative to actual device resolution?

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