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Messages - Afro-Ninja

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31
Support / Re: Preparing for git?
« on: July 09, 2013, 11:25:16 pm »
I think forcing asset serialization to text is only available with unity pro? I've also heard that it can lead to weird bugs/issues sometimes, but that could just be hear-say.

thanks!

32
Support / Preparing for git?
« on: July 09, 2013, 10:23:18 pm »
I know this has been covered before but I'm paranoid and want to make sure everything is covered before I lose important files.

I have to turn on meta files to start with. Then, all I need to back up are the Assets and Project Settings directories, right? (everything else ignored with gitignore file)
just want to make sure tk2d or its newest iterations don't have any additional behavior to worry about.

I am currently the only main producer of this project, so I'm not worried about needing to merge scene and prefab files.

33
Releases / Re: 2D Toolkit 2.0 final + hotfix 2
« on: June 18, 2013, 09:02:18 pm »
hi quick question, are you still planning a lighting add-on for 2dtk? and if so will it integrate with the existing sprite system or require a new kind of component? (such as '2dtk lit sprite' or '2dtk lit animated sprite')

to my knowledge I can have a light source affect all sprites tied to a single material/atlas, but we can't currently have per-object lighting?

34
Releases / Re: 2D Toolkit 2.0 final + hotfix 1
« on: June 17, 2013, 09:17:03 pm »
ah, forgot about the 2dtk menu entry, thanks

35
Releases / Re: 2D Toolkit 2.0 final + hotfix 1
« on: June 17, 2013, 08:35:32 pm »
can you elaborate on turning off the sprite handles? I didn't see anything listed under edit > preferences.
They're nice but unfortunately seem to take priority over the default unity editor controls, producing unwanted results sometimes.

36
Support / Re: TextMesh special characters
« on: April 12, 2013, 12:26:46 am »
I'm using monodevelop and the characters appear correctly there

I switched to unicode escape sequences and it worked perfect, thanks!

37
Support / TextMesh special characters
« on: April 11, 2013, 08:25:58 pm »
I have created a text mesh with a font exported from BMFont. It includes a few special romanian characters (such as ș)
The characters are there because when I type them in the 'text' property of the text mesh inspector, they show up on the screen.

but, if I set them programatically:
myMesh.text = "șpecial characterș";
myMesh.Commit();

my result on the screen would be: "pecial character"

suggestions?

38
click on the texture in the project hierarchy to bring up the properties inspector. change the texture type to 'advanced,' and then below that change the power of two to none.
there are also compression options below that but I'm not sure if it supports exactly what you're asking for.

39
psuedo-code

Code: [Select]
if( Input.GetKey(KeyCode.D))
{
//walk right
}
else if(Input.GetKey(KeyCode.A))
{
//walk left
}
else
{
//return to idle
}

your script is close but you need to check these three conditions together. ALSO, you need to make sure the character is not airborne. if they are, the character will simply be falling and not in a walking OR idle animation

lastly this doesn't really have that much to do with toolkit 2d, this is general unity/c# programming

40
Support / Re: Atlasing a very large project?
« on: April 05, 2013, 11:53:28 pm »
I assume unity will smartly load the atlases/materials as it needs?
for example if one game scene only consists of images from one collection/atlas, the others will never be loaded into memory?

41
Support / Re: Atlasing a very large project?
« on: April 05, 2013, 10:50:35 pm »
would I be better off creating separate sprite collections for each area of the game? and letting each collection manage their own atlas?

42
Support / Atlasing a very large project?
« on: April 05, 2013, 09:26:05 pm »
Hi, I just want to know how to go about doing this before I get in too deep with the wrong solution.
I'm planning to create a platforming game with graphics scaled for 720p. This game will contain a lot of levels, enemies, backgrounds, etc.
each background piece itself will be 1280x720.

I've started working on the game, and with a partial first level complete my atlas is already 21 mb and uses almost half of my 2048x2048 allotment (even with a diced background)
this is a tiny fraction of how much artwork the game will have. should I already prepare to split into multiple atlases?
I know 2dtk can manage multiple atlases but I don't think I have a choice in where the sprites end up on the atlases. I imagine with a large game I would divide them by game area. Persistent sprites such as the main character would always be loaded, but I would cycle different atlases depending on what area of the game I'm in (tutorial, area1, area2, etc)

thoughts?

43
Support / Re: proper way to update 2d toolkit?
« on: March 16, 2013, 01:06:24 am »
thanks, everything is all updated. although it looks like the lighting effect I want to achieve is essentially the 'flashlight' update that I've seen you discussing in the other forum. I take it there's no other way to apply a basic lighting effect to my 2d sprites at this point? (sort of like what is achieved in terraria)

if not I eagerly await the add-on and would gladly pay for it.

44
Support / proper way to update 2d toolkit?
« on: March 15, 2013, 04:29:47 am »
Sorry if this is a bit basic and I missed the answer somewhere, but what is the proper way to update 2dtoolkit in my project?

I downloaded 2dtoolkit several months ago and started a project, now I would like to update my version to take advantage of new features. do I just re-download from the asset store and over-write my TK2DROOT folder? I'm particularly interested in applying basic lighting to my sprites (I use 2dtk sprites but not the camera)

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