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Messages - TekuStudios

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Support / Re: Combine text and images in subtitles - is it possible?
« on: January 08, 2016, 11:46:34 am »
Nice, thanks a lot!

I'll definitely try that with BMFont :)

Support / Combine text and images in subtitles - is it possible?
« on: January 05, 2016, 01:52:11 pm »

I'm adding the final touches for the tutorial of our game, and I'm trying to figure out how to do some specific thing. When we teach the player about the game's controls, I'd like to combine text and images so I can have something like this:

To jump, press [JUMP BUTTON]. To run, press [RUN BUTTON]

Where [JUMP BUTTON] and [RUN BUTTON] are not text, but images (keyboard keys or controller buttons, depending on what input method you're using). It shouldn't be too difficult, but I'm not quite sure on the best approach. And the thing is that we have languages such as English, Spanish, Russian, Japanese... so the texts are completely different sometimes depending on the active language, and since I can't have a consistent text structure I need to come up with a custom solution for this.

Any ideas?

Releases / Re: 2D Toolkit 2.5.4
« on: June 18, 2015, 04:43:23 pm »
Does this latest version support the new 'Crunched' textures format? Would be nice to try that extra compression (specially for our current project).

Releases / Re: 2D Toolkit 2.5.3
« on: June 09, 2015, 03:32:48 pm »
Unity v5.1 final is already out:


Maybe you want to check it out, unikron. You can read the whole list of new features (including "Crunch texture compression format on platforms which support DXT", maybe it's useful to you) here:


Releases / Re: 2D Toolkit 2.5.3
« on: June 03, 2015, 10:39:22 am »
@ledvina.m You should REALLY file a bug report to Unity (and post it in the Beta forums, if possible), they need to know important issues like yours, even when they only affect third-party assets.

Releases / Re: 2D Toolkit 2.5.1
« on: March 24, 2015, 07:02:58 pm »
Is this a new hotfix or something, or are you just posting the changelog for the 2.5.1 version that was released on March 7th?

I really like your lighting! Do you have some custom shader for the fires that tints the sprites? It looks fantastic.

Showcase / Re: Candle - a dynamic graphic adventure
« on: November 28, 2014, 05:43:54 pm »
Your game is really beautiful.
I've backed on Kickstarter - hope it goes through.

Hey, in case you want to see how much are we still abusing from tk2d, here you can see a new content update for Candle with tons of visual assets:


Perect, I knew it could be something like that. I'll tweak those values and let you know if this issue is solved.

Support / Transparent shaders and GrabPass
« on: November 03, 2014, 07:13:42 pm »
Hi everyone,

We are trying to handle a semitransparent plane to work with 2d toolkit sprites (but the same happens with unity transparent/diffuse shader). In the example, the plane “cut” the sprites whatever we do. We are using a shader that “GrabPasses” the current scene using the proper Queue=”Transparent+1” to get painted the sprites in _GrabTexture. Later, we “mix” that texture with other process to make a water “feel” such as distortion and so on. (No Zwrite on flags)

We have tried out changing GrabPass tags, using a pre Pass with a “green” texture with 0.5f alpha value to check what is being rendered in _GrabTexture with GrabPass and this is the result:

As you can see, the Sprite, transparent shader is not correctly drawn(the green plane is semitransparent and doesn't draw a piece of the heart).

If anyone could help us, we'll really appreciate it. Love is in the air as you can see.

Thank you!

All the colliders that give me this issue are static, so that should not be the case. The Zpos is fixed to 0, so it shouldn't be the slipping either. I'll take a look on the scales, maybe I'm messing things up.

UPDATE: Well, I've double-checked and every collider that fails this way has its transform scale set to 1,1,1, and so is their sprite scale. Maybe it has to do with the collection? We use an Explicit Ortho Size of 1 (we started developing the game with your previous versions of 2DT, so when you changed the default ortho size to 10 it broke our scales, and that's why we must use 1 as the default size for our sprite collections). Could this be what's causing all the trouble?

I completely overlooked your answer, vinnie. Thanks a lot for sharing!

I'm posting this in the public support forum because I think it's important and everyone should be able to read the solution if we come up with one. I'm experiencing a very weird behaviour with custom polygon colliders for sprites lately. Let me show you:

· Step 1: create a sprite collection and draw a custom polygon collider over one of its sprites (as you can see it's a "closed" collider, not an "open" one, like a straight line or something. All vertices are connected. Notice the normals as well).

· Step 2: place the gameObject in the scene and make your character walk over it.

· Step 3: cheerfully watch your character fall into the solid object (I've triple-checked and the Mesh Collider component is NOT trigger, nor is my character).

This is also happenning to me with many walls and other limiters, if their colliders are part of a sprite collection (not Unity built-in ones). I'm using 2DToolkit 2.4.0, any ideas on what may be causing this weird behaviour? The most annoying thing is that some parts of the collider are indeed solid, as you can see in the second image I posted, it's like the box is partially solid and partially a trigger. It seems to happen by pure random.

Releases / Re: 2D Toolkit 2.5 beta 2
« on: September 08, 2014, 06:47:46 pm »
Will stick with current stable ver. then.


Releases / Re: 2D Toolkit 2.5 beta 2
« on: September 08, 2014, 06:38:59 pm »
What was exactly the attach point bug? We use them intensely and, although we haven't experienced any issues so far, it would be nice to know what this update fixes.

Do you recommend to upgrade to this latest version once it's a stable release, or should we stick to the previous one (v2.4) since we will keep using Unity 4.3.3? We do not use tk2d UI features, which seems to be the main focus of this new ver.

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