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1
Support / Re: 2D Toolkit No Longer Supported?
« on: August 06, 2019, 08:14:42 am »
thanks man that's really cool of you
is there a way we can contribute a small donation? just as a token of appreciation
PM me if interested, might be better to keep it private?

regards

I think this is a good idea in general, we would certainly pitch in some money, bought it back in 2012(?) and have used it in numerous project since so we've really got a lot for our money I would say. So either some kind of donation or even a Patreon could be a great idea to keep it going and make sure it will work with new Unity versions!

2
Support / Re: Auto scale: Height - scales width as well
« on: February 06, 2017, 06:35:21 am »
Re-compiled the tk2d camera code and seems to work now...

3
Support / Auto scale: Height - scales width as well
« on: February 02, 2017, 02:31:41 pm »
Hi there,

A quick little question here about the camera override thing.
As I understand, I have a wildcard camera override set to auto-scale: fit height. So it will always keep the same height and potentially overflow on the sides, not scale. Is this the expected behavior?
Either way, now it seems like it matches the height but then scales the width to match the horizontal resolution on resolutions with a smaller width than the native resolution. And it seems to work in the editor, but on real hardware, it works well on iPhone5 but not on iPad2. This is not how it should behave right, or am I doing something wrong?

Thanks!

4
Showcase / Pavilion - now out on Steam!
« on: September 26, 2016, 07:48:17 am »
Hey there!

After working on our game Pavilion for over 4 years it is finally released on Steam and Humble Store. Coming for mobile and PlayStation platforms as well in the near future.

Obviously thanks to both Unity and 2DTK we've been able to focusing on very much on the design/art/audio instead of tech. For this we're very grateful and will most likely keep using 2DTK for future projects as well.

Trailer: https://www.youtube.com/watch?v=RMwoOcjWyJc

So if it looks interesting please check it out and share with you friends!



5
Showcase / Re: Pavilion
« on: May 15, 2013, 06:29:14 am »
Ad here's all the screenshots featured in the music teaser;






6
Showcase / Re: Pavilion
« on: May 12, 2013, 01:05:37 pm »
Hi there!

We uploaded a music teaser video the other day so I thought I would share it with you guys, hope you like it!


7
Showcase / Re: Pavilion
« on: February 27, 2013, 02:12:40 am »


Hi guys!

We've been hard working on the game but also updating our homepage and recording some new video footage from our demo we made last year.

So here's the updates:
Hope you enjoy this updates and we hope to deliver updates more frequently from now on. If you have any feedback post it here or send me an email at henrik ( at ) visiontrick.com

And thanks to Unikron for 2D-toolkit, we're still loving working with it!

Take care!

8
Showcase / Re: Pavilion
« on: November 07, 2012, 04:05:07 pm »
Well thanks!

Except 2DToolkit we use our own tile map framework(instead of 2DToolkits one), and then Audio Toolkit for audio.

9
Showcase / Pavilion
« on: October 28, 2012, 12:26:11 pm »
Hey guys,

Here's a game we're working on at the moment, done in 2D Toolkit.
It's not finished yet but we just released a small teaser for it.

Check it out here http://inthepavilion.com

10
Support / Re: Creating tiles/sprites in script
« on: June 26, 2012, 09:04:02 am »
Hi again,

So I was also wondering if I can create a tk2dAnimatedSprite from the script? I have a tk2dSpriteAnimation set up with the correct animation. Thou I couldn't find any similar function to tk2dSprites AddComponent function in the tk2dAnimatedSprite class, is there any way to do this?

11
Support / Re: Creating tiles/sprites in script
« on: June 17, 2012, 11:16:05 pm »
Thanks, works great!

I have one other unrelated question for you. I was thinking that every level will be it's own scene, so is it proper to have a SpriteCollection for every scene/level? Specially since we will have allot of unique graphics for every level I think the SpriteCollection would get pretty crowded. Or maybe it doesn't matter?

Also can one add collision boxes and callbacks(?) for colliding with them through the script?

Thanks again.

12
Support / Re: Creating tiles/sprites in script
« on: June 17, 2012, 02:56:54 pm »
Thanks, the camera works now, too bad the unity guys haven't answered you.

So now I think I have everything done correct, thou I can't see any sprite on the screen. The script should run if I put it on the camera right?

This is how the script looks now:

Code: [Select]
using UnityEngine;
using System.Collections;

public class StartScript : MonoBehaviour {

public tk2dSpriteCollectionData data;

// Use this for initialization
void Start () {

var boundsData = data.FirstValidDefinition.untrimmedBoundsData;
Bounds bounds = new Bounds(boundsData[0], boundsData[1]);

GameObject go = new GameObject();
go.transform.position = new Vector3(bounds.extents.x*2*1024,bounds.extents.y*2*768, -1);
tk2dSprite.AddComponent(go, data, data.GetSpriteIdByName("lamp"));
}

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

}
}

14
Support / Re: Creating tiles/sprites in script
« on: June 17, 2012, 12:43:34 pm »
Thanks, some quick questions thou...

How do I get hold of the "spriteCollectionData"? I'm not sure exactly how it works in Unity getting hold of stuff, or is it depending on which object the script is added onto? Now it's added to the camera since it should run in the beginning of the scene.

Then I can't find the "AddComponent" function, and I have 1.7 + patch 2, is it in the new beta one?
And when I use AddComponent should I use it as I have in the code below?

Code: [Select]
using UnityEngine;
using System.Collections;

public class StartScript : MonoBehaviour {

tk2dSprite sprite;

// Use this for initialization
void Start () {

var spriteCollectionData = GetComponent<tk2dSpriteCollectionData>();
var boundsData = spriteCollectionData.FirstValidDefinition.untrimmedBoundsData;
Bounds bounds = new Bounds(boundsData[0], boundsData[1]);

GameObject go = new GameObject();
//go.transform.position = new Vector3(bounds.extents.x*2*
sprite.AddComponent(go, spriteCollectionData, "lamp");
}

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

}
}

Then I have one un-related question. I use a tk2dCamera but I can't really find where to set the resolution so the game preview window shows in the correct resolution, thou it looks correct in the scene window, the camera bounds is exactly covering the whole background I have. Even if I added a "2048x1536" option in the build setting and using "Standalone(2048x1536)" in the game preview window I only get a really close up view of my scene when I should be able to see the whole background which have the size 2048x1536.

15
Support / Creating tiles/sprites in script
« on: June 17, 2012, 06:44:35 am »
Hi,

I'm new to working with both Unity & 2DToolkit, but I've done the basics of 2dtoolkit and so far so good, it's really smooth and easy to work with.

So here for my question, I'm gonna do a isometric tiled game which will load the levels from another data file so I want to create the actually tiles of the level through the script which loads the level. So I've found a couple of post addressing this technique but I'm not sure I totally understand them.

So could someone give me some brief advice on how to do this?

Thanks!

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