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Messages - Majicpanda

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Support / Isometric Hack and Slash Map?
« on: November 22, 2014, 03:55:37 pm »
I'm having a real hard time finding any info about a diamond isometric tile map for a Diablo 2 style game. Can tk2d do this in any way and if so is there any info that can help get started?

Support / Isometric 8 Directional Movement Options?
« on: November 21, 2014, 02:35:55 pm »
We are in the process of choosing technology for our next game which is an isometric hack and slash (Diablo style) tile based movement game and not quite sure if Unity 2D and/or tk2d will give us what we want.

- For 8 directional movement is the only option to create spritesheets of literally every armor weapon combo in the game you want for every animation and then make animations out of all of them manually in the editor?
-- Male_Plate_Chest_Leather_Helm_1h_Sword_Up_Idle, Male_Plate_Chest_Leather_Helm_1h_Sword_Up_Running, Male_Plate_Chest_Leather_Helm_1h_Sword_Up_Attack

This seems much easier than trying to swap the equipment at runtime and making layers for Plate_Chest_Up_Idle, Plate_Chest_Up_Attack but hopefully both are just completely wrong and there's an easier way.

The biggest issue we ran into on our last game with adding sprites to the characters at runtime was all the Z layers.. we had eyes, head, body, chest equipped, head equipped, mainhand, offhand, beard.. so like 9 z depths ranging from -.4 to .4 in local position on the character which really makes you have to fight to make sure things overlapping dont look crazy.

Edit: So it appears the possible proper way to do this is to create the 8 directional animations with empty hands, helm, and body.  You would then need to create all the armor on a personless spritesheet so it would be like Plate_Chest_Up_Idle like I mentioned, but how would you guarantee that the "character" animation for attacking matches the exact frame for "armor" animation for attacking frame for frame?


Support / Re: Polygon colliders disable on parent object disable?
« on: May 16, 2014, 12:35:03 am »
will try to do some testing soon.. one thing I noticed is I have 3 polygon colliders in my scene in the same atlas, when I disable and re-enable the parent of all 3 and click on any of them... the mesh green line data displays for the same object every time.

Support / Polygon colliders disable on parent object disable?
« on: May 14, 2014, 11:04:47 pm »
I have a scene that I have created polygon colliders on objects for like an anvil etc and when I close the window through the editor or use a script (Door collider sends a gameObject.SetActive(false) to parent) and try to come back into the scene the colliders are not displaying data any longer.  Clicking on the objects in the scene view shows no editor "green" lines for a mesh collider.

Edit: To add to this, what we've done is create a large canvas for our 2d scene and the images are all exported as full canvas transparent space included.  This allows pixel perfect adding of the images to the scene without having to line anything up even with trimming I've noticed.  In the atlas I made polygon colliders and they work great unless you disable and then enable the object again.

I changed the colliders to box trimmed and it works with zero issues, so there's something going on when you make a polygon collider and then disable and re-enable the sprite.

Support / Sprite edge glow?
« on: May 06, 2014, 02:18:16 am »
Is there any OnMouseEnter and exit type implementation I could do to make a sprite have a glow around it without having to make exact size glow for each sprite?

Support / Re: 1 "Actual" pixel off?
« on: March 05, 2014, 02:01:05 pm »
It is definitely in relation to where the character is on the screen so how do I call a method possibly at the end of movement to make sure it's a "pixel location?" And yes I do use padding because without it I was getting weird black lines during animating around the outside of the sprite bounds.

Support / 1 "Actual" pixel off?
« on: March 03, 2014, 11:04:32 pm »
Currently I have all images in 1 atlas using the same settings and am seeing things like the above where the hair doesn't quite go flush with the head.

The PSD these are exported from is the exact same image, 64x64 canvas size and straight to PNG.  What is happening is not 100% of the time and depends on position on screen, so it seems as if the resolution is trying to adjust images drawn by pixels and calculates that the hair should be shifted left 1 column on your screen and the main head not.  If the character moves across the screen the issue disappears and depends where he stops.

Support / Re: Washed out colors on IOS
« on: March 03, 2014, 10:59:43 pm »
This sounds like it could be a shader problem? Are you using tk2d's shader or did you change it by chance?  I fought Android and iOS quite a bit with shaders when I built to them because I was trying to do some fancy stuff.. I went back to tk2dBlendToVertex? i think it's called and issues went away.

Support / Re: Flashing line between vertex snapped sprites
« on: February 24, 2014, 07:13:48 pm »
Dunce cap and sit in the corner... this fixed it.  My quality settings are getting reset between git pushes sometimes among my different dev computers.  I will make sure I look out for this every build and go consult the unity gods for a way to make sure this gets pushed through git commits.

Thanks again.

Support / Re: Flashing line between vertex snapped sprites
« on: February 24, 2014, 04:20:15 am »

There's the vid of what's happening.  AA is off and it's only happening on certain platforms so it almost seems like texture compression is somehow affecting it? Like on web player it isn't happening anymore but PC and OSX it is.  iOS it no longer occurs either.

I started dev on this game a long time ago before the per meter thing, we're currently designed at Explicit, Ortho 10, Target Height 144, Pad Amount 1, point filtered reduced 16 bit compression (tried truecolor same result).

Ok here's a really weird test I just ran.. if I leave the game set to "Good" quality when launched the problem goes away, but on Fantastic it comes back.. now I'm really confused.

Support / Re: Google's Admob plugin & 2D toolkit
« on: February 23, 2014, 03:58:56 am »

Our very first game uses tk2d very extensively throughout without any issues.  I can't offer much help for AdMob because it's been a while, but I'm going to assume it's something related to AdMob or perhaps you're rendering the ads behind your game or not on the right camera? Culling problem, etc.

Support / Flashing line between vertex snapped sprites
« on: February 23, 2014, 03:53:55 am »
I have 4 GameObjects that each have a child GO with a tk2dSprite on them.  I have used vertex snapping in game to link them all together in a horizontal row.

In FixedUpdate I am moving the entire parent that all 4 GOs are in to the left to simulate the world moving underneath my characters feet.  This all works well except on "SOME" platforms I'm seeing a 1 pixel seam flash continually between where the 2 sprites join.  When movement stops sometimes the line is there and sometimes it is not. 

This problem seems to have gone away on the Web player in unity but has come back now that I've built for OSX.

Support / Re: "Grounding" sprite characters?
« on: December 31, 2013, 07:23:49 pm »
Assuming I went through the trouble of setting an anchor point at the feet of all my enemies in game would I simply then be able to do monster.transform.position = spawnPoint.position because it would position that anchor directly at the spawn point, automatically adjusting the feet to the "ground" spawn point?

I am already using the bounds of the sprite because I am dynamically setting hp bars under the sprites also, so I'm getting the bounds.min of the sprite (trimmed version) and offsetting by an amount .. that works great.  I also do this for putting a bouncing target arrow above the sprites when selected by getting the max of the bounds Y value.

Is there any way to just get the min Y bounds of the sprite in world position and set it somehow to the spawn point?  That would save all the workflow and put it in code because it wouldn't matter where the anchor was at that point.. I don't think.

Would look something like... get X min and max and divide by 2 to get the center of the sprite and then get Y bounds min value and somehow position that directly at the spawn point.

Support / "Grounding" sprite characters?
« on: December 30, 2013, 02:52:40 am »
I've got characters made up of a body (includes feet), head, equipped chest and head etc all stacked together by Z and I'm having trouble grounding the characters in my scene without the use of physics.

I've got a Final Fantasy style screen so I've created spawn points in the form of GameObjects on the level and then use the following code to position them:
Code: [Select]
Bounds bounds = baseSprite.GetUntrimmedBounds();
AdventurerSpawnLocation apl = dungeonInstance.adventurerSpawns.Find(spawn => spawn.partyPosition == a.partyPosition);
Vector3 pos = apl.transform.position;
pos.y += bounds.size.y / 2f;
a.transform.position = pos;

This works out pretty well, but I'm having problems using it in paper dolls in character screens and other areas where I'm resizing the baseSprite at run time to mimic new races like dwarves, giants etc... I have a base sprite that has the whole body and then change the scale to 1.1 1.1 1.0 for example on a Giant as well as all equipped items.

Is there any better way to do this? Perhaps re-do all my characters with a new pivot at their feet so I can simply set position to the spawn point if the spawn point is at the ground location I want?  The main issue is changing the baseSprite scale at run time and then maybe the bounds are not calculated correctly? Not sure why I'm getting results where the "feet" aren't at the same position.

Support / Re: Animations with sprites of varying sizes
« on: December 01, 2013, 07:18:50 pm »
Run out of memory while trying to create the atlas? Once the game gets built there is no longer a link to the reference image, so a 500x500 image with 30x30 actual data in the center of it gets trimmed to the 30x30 into the atlas and the 500x500 image isn't a problem anymore right?

If I have 30 500x500 images then yes that would be a major problem since you only have about 4.3m pixels to work with in a 2048x2048 max size atlas (mobile).

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