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Messages - Babaganoosh

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1
Add-ons and Extensions / Free Tool - Drag-and-drop Unretiner (For OS X)
« on: February 20, 2014, 08:40:26 am »
Hi guys, I don't know how most people are saving their HD and SD versions of graphics. But I thought I'd release a free tool that I use to downsize my @4x graphics into @2x and @1x versions. It's a fork of Unretiner, modified to use 2d Toolkit naming conventions. Just drag-and-drop a @4x or @2x png and it automatically creates the appropriate downsized versions. Enjoy!

Source/more info here:
https://github.com/robgraeber/Unretiner

Pre-compiled versions here:
https://github.com/robgraeber/Unretiner/releases

2
Support / Polygon UI mask possible?
« on: February 02, 2014, 08:05:28 pm »
Hey Dinesh,

How does the tk2dUIMask work, is it just redrawing the pixels behind in to the front? Is it possible for me to create my own UIMask that accepts a polygon collider, or any tips? Thanks!

3
Support / Automatic Sprite Sheet Downsizing Possible?
« on: February 01, 2014, 07:50:19 am »
Hi Dinesh,

I've been trying to improve my graphic importing workflow, and was wondering if there's any way to just have a @4x image and turn it into a @2x + @1x spritesheet automatically? Right now I export @4x graphics from Flash/Photoshop, find the files and run them through a downsizing program, import them to Unity, and wait ~30 seconds for a big spritesheet to rebuild. It would be great if I could find a way to cut out a step, or otherwise make going from Photoshop -> Unity as simple as possible. All the ~2 second, ~10 second, ~30 second workflow delays, really add up. Thanks!

4
Support / Re: Rendering Bug? - Negative ScaleX + Rotation
« on: December 28, 2013, 08:58:08 pm »
Yeah it's suppose to be CCW. One of them rotates CW and one rotates CCW, both children on the same level, doesn't make any sense.

5
Support / Re: Rendering Bug? - Negative ScaleX + Rotation
« on: December 28, 2013, 07:10:16 am »
I figured out a dumb workaround, disabling and re-enabling the GameObject on every frame. It would be great to find out what was causing it though.

I don't know if it's related but I think I found a unity bug, colliders apparently don't rotate properly when scale X is negative. I'm getting the feeling negative scale isn't well supported with Unity.

6
Support / Rendering Bug? - Negative ScaleX + Rotation
« on: December 28, 2013, 02:10:33 am »
Hey Dinesh,

I'm having a strange issue with nested sprites with negative ScaleX rotating weirdly. It's hard to describe, basically I'm making a badminton game and I have a Racket which consists of a blank game object container and 2 children: a racket sprite and a hitbox, both tk2dSlicedSprite's. I'm using HOTween to rotate the Racket to swing and when the Player (parent of the Racket) ScaleX = 1 everything works correctly. For the opposing player I just set ScaleX to -1, but when the racket rotates for some reason the racket rotates clockwise  and the hitbox rotates counter-clockwise..

SS #1 shows what the racket looks like before rotation.

SS #2 shows how it looks while swinging (hitbox rotates correctly, but the racket sprite rotates clockwise).

SS #3, I toggle the enable box in the inspector and now it's rendered correctly.

When I rotate the racket in the inspector, it rotates normally. Not sure if it's a HOTween issue, I don't understand what's causing this at all. Only difference between the hitbox and racket sprite is a collider/kinematic rigid body, I tried disabling in "Play Mode" and no change. I've read that Unity3d has issues with negative scale + colliders, is there another way I can flip a whole GameObject with nested tk2dSprite's without using negative Scale X or Y Rotation?

7
Support / Mipmapping in replacement of @4x,@2x,@1x etc?
« on: December 22, 2013, 05:52:27 am »
I'm not fully sure how mipmapping works. I understand it's used for premaking smaller size textures, so textures downsize better.

Basically I'm trying to figure out, is it possible to only use @4x textures for mobile then have the mipmaps handle @2x and @1x resolutions? Seems redundant/a lot of overlapping texture sizes if you want to use mipmapping and have to do it separately for @4x, @2x, @1x, etc.

8
Support / Re: Sprite Collections Retina Issues
« on: August 27, 2013, 10:42:43 am »
Nah I didn't change any script orders. I had one script which changed the current platform on Awake(). And one script which did LoadLevel() on Awake() into a scene using tk2d. How that resulted in only some collections getting affected I have no idea.

I'm assuming tk2d loads everything at once and not asynchronously.

9
Support / Re: Sprite Collections Retina Issues
« on: August 27, 2013, 04:56:09 am »
Nvm I figured out. I use a separate script to handle the current platform setting, and it was being called after the load level mistakenly. And I guess somehow due to the order stuff awaked, some sprite collections were loading correctly and some weren't. Weird.

10
Support / Re: Sprite Collections Retina Issues
« on: August 26, 2013, 08:24:12 pm »
Bump?

11
Support / Sprite Collections Retina Issues
« on: August 25, 2013, 06:16:16 pm »
Hey Dinesh,

I'm having 2 sprite collections that aren't responding to the "current platform". I set the current platform in a blank scene before the game loads, and this works for all the other sprites I have. I notice that the sprite collections are defaulting to whatever the tk2d preference menu is set at. Ie if it's set to 1x at editor, and my loading scene changes the platform to "2x" that sprite collection stays at "1x". I've tried rebuilding the 2 sprite collections multiple times, and they change platform fine when I manually set the preference menu.

These two sprite collections are in different folders than the other collections, but nothing else should be different.  Any ideas?

12
Support / 2d Toolkit/Unity depth sort priority
« on: August 21, 2013, 05:25:11 pm »
Hey Dinesh,

I sometimes have some weird issues when sprites are set to the same Z depth, ie they would occasionally shift in front and in back constantly. Is there a way to fix this without explicitly making sure all objects have different Z depths? Thanks!

13
Support / Re: Unity always ask me to save scene
« on: August 21, 2013, 05:21:53 pm »
Oh.. I was wondering that too, I thought Unity just had the laziest save system. Prompting to save when exiting no matter what.

14
Support / Sprite Collection Question/Suggestion
« on: August 18, 2013, 02:04:24 am »
Hey Dinesh,

I've been shuffling around sprites in different sprite collections to compress them, reduce wasted space, etc. And obviously it's a pain because the reference breaks when the sprites change sprite collections. I was wondering why it's not done the same way you did fonts? I.e. everything in one unified name system. Mainly it'd just be nice if the references would update via a unified name system or even an automatic collection search. Thanks!

Edit: Actually apparently the font references break too when transferring, all very frustrating.

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