Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Vidd

Pages: [1]
1
Support / Tilemap colouring
« on: June 21, 2014, 04:30:29 pm »
Hi, I was looking at the tilemap tutorial for coloring the map, I noticed that while the example is smooth, my shading seems to be angular.



Any ideas?

2
Support / Re: Best way to share attachpoints between sprites?
« on: February 28, 2014, 06:21:22 pm »
Thanks, it's been a good while since I even looked at an Editor script but I'll definitely consider it. I was actually looking at the prefab within the 'data' folder to see if that data was easily accessible and it seems like something fun to try.

Thanks for the help.

3
Support / Re: Best way to share attachpoints between sprites?
« on: February 28, 2014, 10:26:16 am »
Sorry, my example might have confused matters as the animations don't really play into it. I understand that each sprite has it's own attach points.

My question is, if I have a lot of sprites with attach points, can I apply those somehow to another set of sprites? So if I had a Mario sprite with an attach point for his hat, I wouldn't need to redo the whole process for a set of Luigi sprites with the same dimensions but different images for example?

If that's not clear enough I'll be happy to upload a web demo of what I mean. Thanks for your time.

4
Support / Best way to share attachpoints between sprites?
« on: February 27, 2014, 10:50:29 pm »
Say you have a character sprite with run, jump and attack animations. You specify attach points for all of these sprites.
Later in development you add a second player sprite with the same proportions. They're part of the same sprite collection and the animations for both characters are stored within the same collection.

What's the best way to apply the existing attachpoints? I tried simply playing the different animation but of course, the attachpoints are contained but they no longer animate.

I suppose I could create a ghost sprite that's invisible with the attachpoints I want and apply the actual animation as a child object. I assume there's a better way.

5
Support / Re: Unity 4.3 vs 2Dtoolkit
« on: November 18, 2013, 04:24:54 pm »
That's pretty much what I expected. Thanks for integrating what is available.  :)

6
Support / Re: Unity 4.3 vs 2Dtoolkit
« on: November 17, 2013, 01:22:44 pm »
I've just picked up Unity and the Toolkit recently and was wondering the opposite of what Toolkit 2D brings to 4.3 - what do the new Unity features bring to the Toolkit 2D? It seems like it already matches its features and adds more.

Is it just the 2D physics and 2D view in the editor? Are there any new features that Toolkit 2D can (and should) integrate?

Pages: [1]