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Messages - Kenzo

Pages: [1]
1
Support / Re: Best Resolution & Camera Settings for a 2D Android Game
« on: July 14, 2014, 02:35:36 pm »
Thanks wagenheimer so a background with 1430x768 resolution (with 1024x768 as usable area) is OK for most of the devices!! That's super cool !

So can you say that i don't need 1x 2x 4x sprites and other calculations are not needed for displaying properly ?

2
Support / Best Resolution & Camera Settings for a 2D Android Game
« on: July 09, 2014, 03:23:36 pm »
Hi,

I'm m making a 2D game in Unity with 2D toolkit's powerful tools.
I've also read documentation but didn't get a clear solution for my problem.

What resolution should i use to cover most of the android screens without problem?
(Can you please give exact pixels)
What should be the tk2d orthographic camera's settings ?

Thanks guys. You have good support

3
Support / Re: Loadlevel after animation completed
« on: April 15, 2014, 05:53:43 pm »
Well it's not working with that way since it is "still" playing cant even get that phase..

Can't you give me an example of Animation Completed event ? so i can figure it out

4
Support / Re: Loadlevel after animation completed
« on: April 10, 2014, 06:59:52 pm »
 :-[ :-[ :-[ :-[ :-[ :-[ :-[ :-[

5
Support / Re: Loadlevel after animation completed
« on: April 06, 2014, 06:13:11 pm »
guys any help  ?  ::)

6
Support / Re: Loadlevel after animation completed
« on: April 06, 2014, 12:37:47 pm »
Code: [Select]
using UnityEngine;
using System.Collections;

public class Enemy : MonoBehaviour
{

    tk2dSpriteAnimator anim;
    GameObject currObject;


    // Use this for initialization
    void Start()
    {

    }
   
   // Update is called once per frame
    void Update()
    {
       currObject = GameObject.Find("Enemy_1");
                anim = currObject.GetComponent<tk2dSpriteAnimator>();

     if (!anim.IsPlaying("Enemy_Walk"))
                    anim.Play("Enemy_Walk");

anim.AnimationCompleted(........

    }




please help me complete that example C# code thanks :)

7
Support / Loadlevel after animation completed
« on: April 06, 2014, 09:59:37 am »
Hi just need to know can i load level after an animation finishes ?

Thanks guys ! u have great support !

8
Support / Play Animation of Instantiated Game Object
« on: March 15, 2014, 08:06:04 am »
Hi i am trying to play animation of an instantiated (clone) object in an another script. But cant get it work.

So i am basically spawning an enemy (enemy has its own Tk 2d sprite and 2k 2d sprite animator component)

Here is a sample code :
Code: [Select]
tk2dSpriteAnimator anim;

 void Start()
    {
        anim = GetComponent<tk2dSpriteAnimator>();

        SpawnMonster();
    }

    void SpawnMonster()
{
  ...
  ....
  GameObject enemy = (GameObject)Instantiate(objectsToSpawn[i], spawnLocations[i].position, Quaternion.identity);
//how can i play animation of an instantiated enemy object here ?

         if (!anim.IsPlaying("Move Enemy"))  //this wont work because it only looks for animation component of current gameobject(which has no animation) i should reach the instantiated game object's animation but how ??
                        anim.Play("Move Enemy");
}

9
Support / Re: Cannot able to play animation
« on: July 23, 2013, 08:02:38 pm »
Ahh thank you so much !  ;)

10
Support / Cannot able to play animation
« on: July 23, 2013, 07:55:26 pm »
Hi all,
I've created a clip named Right, it gives NullReferenceException : Object reference not set to an instance of an object error

Here is the code :
Code: [Select]
using UnityEngine;
using System.Collections;

public class Player : MonoBehaviour {


tk2dAnimatedSprite anim;
 

// Use this for initialization
void Start () {

anim = GetComponent<tk2dAnimatedSprite> ();
}

// Update is called once per frame
void Update () {

if (!anim.IsPlaying ("Right"))
anim.Play("Right");

}
}

simply can't work why? 
Please help guys.
Best regards.



image for my case :

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