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Messages - MaaS

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1
Releases / Re: 2D Toolkit 2.2.3
« on: October 24, 2013, 09:11:50 pm »
Just a few questions about the future multiple colliders implementation

 - Will it be possible to know which one has collide?
 - Is it possible to turn on and off one collider?
 - Will they be different gameobjects with each, one mesh collider? could I attach some script to them?

:) Thanks!!

2
Releases / Re: 2D Toolkit 2.0 final + hotfix 2
« on: June 28, 2013, 11:12:17 am »
Just a suggestion for the sprite gizmo and for the sprite collection anchor position...

I use bigger images for my sprites as I now they will be trimmed later when composing the atlas, but then, the gizmo/handle for that sprite is way bigger than the sprite itself.

Both handle and anchoring seems to use the bounds of the original image as size, not the trimmed bounds as the size of the sprite (or the mesh bounds if you preffer). I dont say this should be that way always (I use the anchor position on my benefit sometime), but a option for gizmos or anchoring (like when "upper center") using the sprite final bounds if trimmed, would be great.

Thanks!!  ;)


3
Support / Re: Clarifying different devices and resolutions support
« on: June 17, 2013, 11:14:08 am »
From time to time a post like this appears... and although I read all of them, I still dont quite get it...

I have the same requeriments as Finnegan (3:2, 4:3, 16:9 and 16:10 ratios, 1x,2x,4x collections for the same group of resolutions, where whenever I can, I would like to show "more world" without streching)... surely every multiplatform/mobile/tablet development have more or less the same specificactions as Finnegan and I have...

And the documentation is alright covering multiple sprite collections, but I miss an example mixing everything up to work on this kind of multiresolution/multiple ratio enviroment...

I would add to the actual multiple sprite collections documentation something like :

- anchoring GUI elements and/or different anchors-set's for diferrent ratios (a button placement could be ok on a phone but not on tablet)
- correctly setting up tk2dcamera overwrites for showing different amounts of game content, pixel perfect scaling... and things like that.
- moving the tk2dcamera around and putting limits to its movement (like world limits) when I have tk2Dcamera overwrites...

More or less everything up there can be found searching the forum but it would be useful if condensed on one doc.

4
Showcase / Re: Tutorials for 2DToolkit available in Spanish
« on: June 01, 2013, 09:33:09 pm »
Pues muchas gracias por el esfuerzo compaņero!! :D :D

5
Hmm...

Will this happen also if I'm using the "multiple atlases" check for one sprite collection? I mean... when showing a sprite that is stored on a secondary atlas, will it be loaded at that time, or if I use any sprite from the collection all the atlases will be loaded?

6
Support / Re: Unity Versions
« on: May 27, 2013, 02:50:57 pm »
With the recent moves from the Unity team, where Unity 4 ios&android addons are free now, we dont have any problems upgrading to Unity 4...

We have done some succeful tests already, so finally we will use Unity 4.X... :)

7
Support / Re: Trimmed Space...to be used later?
« on: May 16, 2013, 08:27:42 am »
I would love to see an option to apply that delta (sort of) to the gameobject world position.

IE: You have a warrior making a flying kick. Your anim could be the warrior performing the kick (crouching, jump, and kick while advancing a few units). First you import the whole anim to 2DTK, so all the empty space is trimmed. And if you use the same anchor for every sprite the mesh will move like in the anim, BUT... the gameobject position is static.

I tried to add a second anchor to 2DTK sprites, for gameobject delta, using your anchor code, but it seems that the delta is added to the trimmed mesh vertices, so I cant use it later for reposition while displaying a frame... And didnt want to change the sprite collection data :S

8
Support / Re: Unity Versions
« on: May 16, 2013, 08:04:38 am »
Hi...

Y voted "Unity 3.5.7 with no intention of updating", because although I will update to 4.0, the main proyect where I'm using 2DTK is on 3.5.7, and we can't change it... also, my teammates and I have iOS+Android addons for Unity 3, but only iOS for Unity 4... so... maybe for the next game, we will see.

9
Support / Re: Compression
« on: March 27, 2013, 02:46:18 pm »
There is only alpha blending on the outer edge of the yellow ring. The green center and the yellow ring on the inside are solid.

Are you sure there is not alpha blending between the yellow ring and the green center? It seems so... but honestly, PVRTC is the worst looking thing ever :P

10
Releases / Re: 2D Toolkit UI 0.9 Alpha Preview 1
« on: March 13, 2013, 07:13:22 am »
Wow!... indeed, such a great addition! For our menus and general UI we were planning on using NGUI, but I think we will go with yours first...  :)

I would add a virtual joystick, and adjust the inertia and slowing motion while dragging the scrolling text (when going off limits i mean). It seems to goes back to the limit position a bit abruptly... :P But for the rest of it... it seems so good... :)

11
Support / Re: Expanding TileMap's Alt to copy from all layers
« on: January 29, 2013, 09:57:43 am »
I know this is a bit old, but i would like to up this as well...

My tilemaps are something like 4 to 6 layers, and copy/paste from multiple layers would be great.

12
Support / Re: TileMap Lighting
« on: January 24, 2013, 12:14:39 am »
Hi!

In tk2dTileMapMeshBuilder.cs, just comment this if, so the meshes have normals :

if (tileMap.serializeRenderData)
   chunk.mesh.RecalculateNormals();

to

//if (tileMap.serializeRenderData)
   chunk.mesh.RecalculateNormals();

This was previously answered here, but the file has changed (I'm using 1.9 beta 2)... http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,880.msg4274.html#msg4274 :)

13
Support / Re: Flipped tiles in a tilemap
« on: January 23, 2013, 09:47:05 pm »
I'll add myself to this request :)... Right now I have lots of tiles duplicated that could be just one tile flipped or rotated 90?...

Also, i'll think about a palette creation utility based on a tilemap, for placing the tiles, maybe storing there some tiled drawing you'll use continuously...

Thanks! :)

14
Support / Duplicated sprites in Sprite Collection...
« on: January 23, 2013, 09:33:28 pm »
Sorry, I know this was talked somewhere but I couldn't find the topic again :/

When you want to have the same sprite duplicated in a sprite collection, previously you had to copy-paste the image and add it again, so you have 2 sprites inside the collection. And if I remember correctly when committed, the images were compared, and if they were pixel to pixel exactly, only one instance was transferred to the atlas. Now, when you do this they are committed both so the atlas is unnecessary bigger.

I don't know if this has been disabled or I dreamed it hehe ... but I think it would be quite useful for importing animations with the same sprite/image in another file (like if exporting from flash), and for tilesets (sometimes you'll need to duplicate a tile in a sprite sheet for palette commodity reasons) :)

Thanks!!

15
Support / Re: Light-cone/circle (fake)
« on: January 18, 2013, 11:44:16 am »
Thank you for your explanation :)

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