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Topics - Square

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1
Showcase / Sheepdog Adventure
« on: November 04, 2017, 12:14:37 pm »


Use Sheepdog to get the sheep safely to their pen before the time runs out!

Whether you want a relaxing time-killer, or race against the clock to get the best points scores - this easy to play yet fun game is a blast for all ages.

Simply tap the screen where you want Sheepdog to go - double-tap to make him run.

Be careful to avoid the sleeping cows. Waking them causes disaster! Collecting bones presents a handy time bonus for our Sheepdog.

Made with 2D Toolkit & Unity

https://youtu.be/nTcLL1csGn4

https://play.google.com/store/apps/details?id=com.squaregames.sheepdogadventure




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Support / tk2dSkin dependency on NET Framework 4.0
« on: July 27, 2017, 05:29:33 pm »
Just making a note that that compile errors are being thrown after this warning in tk2dEditorSkin, then four similar errors which disturb my workflow every compile alike:

[..] Warning MSB3258: The primary reference "tk2dSkin" could not be resolved because it has an indirect dependency on the .NET Framework assembly "mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" which has a higher version "4.0.0.0" than the version "2.0.0.0" in the current target framework. (MSB3258) (Assembly-CSharp-Editor)

[..] Error CS0234: The type or namespace name 'Skin' does not exist in the namespace 'tk2dExternal' (are you missing an assembly reference?) (CS0234) (Assembly-CSharp-Editor)


Not sure how to remedy this. Any advice?

Using 2dtoolkit 2.5.8.1 & Unity 2017.1.0f3 Personal

Thanks.

3
Support / Latest build of 2dtoolkit (bugs)
« on: March 13, 2017, 05:31:40 pm »
I've had a few issues ongoing for the last couple of builds of 2dToolkit (up to 2.5.7.3) with Android deployment. Using Unity 5.5.0f3.

Firstly, the Unity splash screen doesn't initialise correctly! I'm wondering what happens when we get to use Unity Pro and putting our own splash screen. Apart from that the game project loads normally, though it's a relevant bug. Has anyone else had this issue?

I'm also getting a Windows runtime error like this (I suppose 2dtk is having trouble initialising an animation) and wondering what to do about it:

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
tk2dBaseSprite.SetSprite (.tk2dSpriteCollectionData newCollection, Int32 newSpriteId) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:276)
tk2dSpriteAnimator.SetSprite (.tk2dSpriteCollectionData spriteCollection, Int32 spriteId) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:739)
tk2dSpriteAnimator.WarpClipToLocalTime (.tk2dSpriteAnimationClip clip, Single time) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:689)
tk2dSpriteAnimator.Play (.tk2dSpriteAnimationClip clip, Single clipStartTime, Single overrideFps) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:342)
tk2dSpriteAnimator.Play (.tk2dSpriteAnimationClip clip) (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:205)
tk2dSpriteAnimator.Start () (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteAnimator.cs:124)

4
Support / Fails to compile in Release Mode
« on: October 30, 2016, 02:44:55 am »
I've got problems building my first Release build for a project that is nearly finished.

All the 32 errors pertain to tk2d. What can I do about a proper Release build?

Using Unity 5.4.2f2 personal, MonoDevelop-Unity and 2dToolkit 2.5.6.

http://pastebin.com/CNvaUC7R

Thanks.

5
Support / Tilemap Editor - Isometric
« on: September 20, 2015, 05:04:58 am »
Hi Unikron,

I still want to congratulate you on a very great Unity add-on. It cuts down time, even streamlines creation of 2d games in Unity work flow, which I'm sure was the intention.

I'm currently developing a game using the Tilemap Editor using isometric formation. I was wondering quite how hard this would be as it is in BETA (thus a warning in the editor). Nontheless the game has progressed and I'm quite happy - (I would show some screens to assist this post but I cannot reveal the game yet!)

Here are some things people should be aware of when using the isometric editor:

Begin your project with 3d defaults
This makes things a lot easier to see and navigate around your scene. (I prefer it whether my game would be orthographic or perspective camera view)

When designing tiles make them as flat "diamonds" or square tiles rotated 45 degrees.
With adjustments in y size, use the lower half of the "tile". The tile settings will by default select the whole tile as it's really in BETA and is not in favour of isometric tiles.

Always(!) use the Tk2d Camera.
I cannot stress this enough because even if things look wrong or overlap in the Unity Scene window it will display fine with this, regarding you have set it up correctly.

Don't use Z layers inside the Tilemap editor - unless you are certain
Most problems will be cleared up by Tk2d Camera, though I've hit a little related problem which I might mention.

Z layers can make things very complicated when developing a game in isometrics, because of course you are using 3-dimensions (usually with a half-down view or similar) to make things easier. Unless you are strict about orthographics, I'd say make use of Unity in 3d workspace, as above.

I've got so far without advice and this post looks good, but I've had a persistent problem.

Layer chunks:
The Tilemap editor is dividing my base layer of ground (or grass for example's sake) into 2 layers.

This is disasterous and was very confusing at first as it naturally display overlaps any GameObjects with Z co-ordinates less than the centre of the chunk. This allowed me to panic when setting up things and I wrongly employed Z layers, which as I have described is no good solution for persistent isometrics.

Would this be resolved by creating the ground Tilemap with partitioning setting configured off somehow? If only there was a way to merge these Layer chunks, or prevent them from occuring as more than one GameObject, as everything else is fine!

Resolved by using a seperate layer for "upstanding objects"

Prefabs in tile data:
My problem with this is mild, though is more of a suggestion. When adding a prefab to a tile in it's settings, the tile itself disappears! I'm sure this is a fault or wrong of 2dtoolkit, as my prefab (for example, a tree) stands facing the camera with an absent tile underneath.

This totally negates the original tile!
Not to mention there is no possibility of previewing your level with prefabs or "upstanding" features. You would be designing a level blindly, except for when the game is running in Unity editor.

To be clear, my suggestion for development of 2d Toolkit is that the Tilemap editor does reveal it's data GameObjects which designing a level, in the Scene window.

This would be a great development.

6
Support / Collision data without rigidbodies?
« on: February 16, 2013, 08:33:43 pm »
I was wondering how currently 2dtoolkit manages collisions without rigidbodies. At least with my present setup, the tilemap accounts for the main character's controller collisions without a rigidbody on either.

But now I'm stuck because my main player character doesn't respond to OnCollision, and I suspect will not collide when testing with OnTrigger.

So do I need to add rigidbodies just to access collision data? A gripe of mine actually is having to add them at all, when collisions seem fine (characters with the tilemap)

Any tips or help are appreciated.

7
Support / Unloading a TileMap / switching data and rendering.
« on: February 11, 2013, 12:38:05 am »
A bit of a problem with switching TileMap "data", as I'd like to eventually "change levels" during runtime in a Unity scene.

I'm not sure looking at the selectors on the Unity GUI which type of object/asset contains the essential "tilemap data" and what exactly draws the render data.

There is under Settings tab for my Tile Map main Object:

Tile Map Data
Editor Data
Sprite Collection (don't worry I understand this!)
Render Data (which I can see is a target gameObject in the Scene Hierachy)
Make Unique
Make Serializable

I hope you understand, I'm a little confused by the purpose of all these.

I guess I'm asking, under currently functionality what is the most efficient way within a Tk2dTileMap object to...

1) Unload a TileMap
2) Destroy the render data
3) Switch data
4) Telling 2dtk to render out the level

Seems the right approach for me, I hope you can shed some light on the subject ;)

Thanks.

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