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 - Square

Pages: 1 [2]
16
Support / Re: Tilemap Editor - Isometric
« on: September 30, 2015, 12:59:26 am »
I see.

That would make me very grateful thanks! Please discuss why the code fits in the relevant sections for a "quick hack".

I shall await your response.

17
Support / Re: Tilemap Editor - Isometric
« on: September 23, 2015, 06:52:12 pm »
Unikron, from looking at your roadmap https://trello.com/b/UfqlXqXy/2d-toolkit-roadmap under Feature Requests - Tilemap.

I'm looking at "Tilemap SetTile for tiles with associated prefabs". Thinking this would be more or less the solution I'm looking for in the TileMap editor. Also how long before this is implemented?

Would the update make the TileMap editor more workable as thus my post suggestion above, referring to isometric level style creation:

Quote
... there is no possibility of previewing your level with prefabs or "upstanding" features. You would be designing a level blindly, except for when the game is running in Unity editor.

To be clear, my suggestion for development of 2d Toolkit is that the Tilemap editor does reveal it's data GameObjects which designing a level, in the Scene window.

I would have to write my own prefab placing solution otherwise, (basically a level editor) as my project has a deadline.

18
Support / Tilemap Editor - Isometric
« on: September 20, 2015, 05:04:58 am »
Hi Unikron,

I still want to congratulate you on a very great Unity add-on. It cuts down time, even streamlines creation of 2d games in Unity work flow, which I'm sure was the intention.

I'm currently developing a game using the Tilemap Editor using isometric formation. I was wondering quite how hard this would be as it is in BETA (thus a warning in the editor). Nontheless the game has progressed and I'm quite happy - (I would show some screens to assist this post but I cannot reveal the game yet!)

Here are some things people should be aware of when using the isometric editor:

Begin your project with 3d defaults
This makes things a lot easier to see and navigate around your scene. (I prefer it whether my game would be orthographic or perspective camera view)

When designing tiles make them as flat "diamonds" or square tiles rotated 45 degrees.
With adjustments in y size, use the lower half of the "tile". The tile settings will by default select the whole tile as it's really in BETA and is not in favour of isometric tiles.

Always(!) use the Tk2d Camera.
I cannot stress this enough because even if things look wrong or overlap in the Unity Scene window it will display fine with this, regarding you have set it up correctly.

Don't use Z layers inside the Tilemap editor - unless you are certain
Most problems will be cleared up by Tk2d Camera, though I've hit a little related problem which I might mention.

Z layers can make things very complicated when developing a game in isometrics, because of course you are using 3-dimensions (usually with a half-down view or similar) to make things easier. Unless you are strict about orthographics, I'd say make use of Unity in 3d workspace, as above.

I've got so far without advice and this post looks good, but I've had a persistent problem.

Layer chunks:
The Tilemap editor is dividing my base layer of ground (or grass for example's sake) into 2 layers.

This is disasterous and was very confusing at first as it naturally display overlaps any GameObjects with Z co-ordinates less than the centre of the chunk. This allowed me to panic when setting up things and I wrongly employed Z layers, which as I have described is no good solution for persistent isometrics.

Would this be resolved by creating the ground Tilemap with partitioning setting configured off somehow? If only there was a way to merge these Layer chunks, or prevent them from occuring as more than one GameObject, as everything else is fine!

Resolved by using a seperate layer for "upstanding objects"

Prefabs in tile data:
My problem with this is mild, though is more of a suggestion. When adding a prefab to a tile in it's settings, the tile itself disappears! I'm sure this is a fault or wrong of 2dtoolkit, as my prefab (for example, a tree) stands facing the camera with an absent tile underneath.

This totally negates the original tile!
Not to mention there is no possibility of previewing your level with prefabs or "upstanding" features. You would be designing a level blindly, except for when the game is running in Unity editor.

To be clear, my suggestion for development of 2d Toolkit is that the Tilemap editor does reveal it's data GameObjects which designing a level, in the Scene window.

This would be a great development.

19
FAQs / Updates not available from Asset Store
« on: April 29, 2013, 07:12:22 pm »
Can we please have future updates available from Unity Asset Store?

I'd like to be able to access the v1.92 update, which is forum access only. The Unity Asset Store has only v1.90

I haven't got my invoice and I have no idea why. Perhaps the invoice email came into my junk folder, not the sort of thing I would delete... many of us seem to have the same problem and I'm not sure why...

However I will e-mail Unity Asset Store support for my re-invoice.

20
Support / Re: Collision data without rigidbodies?
« on: February 16, 2013, 08:39:58 pm »
Yes I do have a character controller on my player.

Ok thanks, I was just interested in how detailed collisions are working in 2dtoolkit I suppose ;)

For now I'll take it as "automagic".

21
Support / Collision data without rigidbodies?
« on: February 16, 2013, 08:33:43 pm »
I was wondering how currently 2dtoolkit manages collisions without rigidbodies. At least with my present setup, the tilemap accounts for the main character's controller collisions without a rigidbody on either.

But now I'm stuck because my main player character doesn't respond to OnCollision, and I suspect will not collide when testing with OnTrigger.

So do I need to add rigidbodies just to access collision data? A gripe of mine actually is having to add them at all, when collisions seem fine (characters with the tilemap)

Any tips or help are appreciated.

22
Support / Re: Unloading a TileMap / switching data and rendering.
« on: February 11, 2013, 02:25:47 pm »
Thanks very much.

I was unaware you could add Scenes in. Thanks for pointing that out. I was thinking Scenes could only be "switched"

With this in mind you are totally correct, brings to mind I have plenty of options ;) using a Game scene, and Level scenes.

It's not your job to tutor Unity solutions.... so thanks for your advice and bearing with me.

23
Support / Re: Unloading a TileMap / switching data and rendering.
« on: February 11, 2013, 01:04:57 pm »
Perhaps Unity friendly as I'm destroying game objects... but I'm not saving each level as a scene.

If you can imagine, my game has sub-levels which can be anything from a scrolling level of width 128 tiles, to a fixed level of 20 odd tiles (for a room or small level).

Essentially, my game is not linear left to right, but levels with exits left, right, up and down. This requires a grid of data I want to call from. Also I'm automating a function where one level leads to another. I don't want them as seperate scenes because I'd have hundreds eventually.

Also... thinking in terms of what stays constant throughout a game visually, scoreboard, other onscreen items. That's not mentioning all the constant things in a game that will effectively cut-off and reinitialised when changing scene.

I don't think I'm wrong about this ;) at least in my approach:
  • Play is paused, game camera graphics will fade out
  • The rendered level will be destroyed
  • Tile Map data is changed
  • The scene renders the tiles
  • Fade in the game window, play resumes

Otherwise I'm practically unloading the game engine I have built and loading everything all over again.

I hope you understand the need for changing level data within one scene, thus "on-the-fly". Therefore you would need functions to build a level. If I cannot do this, I'd have a lot less options.

24
Support / Re: Poll 1 - Experience level
« on: February 11, 2013, 12:56:23 am »
I'd only say I fit none of these descriptions in the poll, so would not answer it.

    Highly experienced Unity user.
    Experienced in another engine/platform, just started with Unity.
    Not used any other platforms, but quite experienced in Unity.
    Just learning Unity and 2D Toolkit together

It would be fairer to have a middling "Quite experienced in Unity, experienced in other platforms" scenario for a new user to indicate, which is at least many of us, who aren't "Highly experienced in Unity"?

25
Support / Unloading a TileMap / switching data and rendering.
« on: February 11, 2013, 12:38:05 am »
A bit of a problem with switching TileMap "data", as I'd like to eventually "change levels" during runtime in a Unity scene.

I'm not sure looking at the selectors on the Unity GUI which type of object/asset contains the essential "tilemap data" and what exactly draws the render data.

There is under Settings tab for my Tile Map main Object:

Tile Map Data
Editor Data
Sprite Collection (don't worry I understand this!)
Render Data (which I can see is a target gameObject in the Scene Hierachy)
Make Unique
Make Serializable

I hope you understand, I'm a little confused by the purpose of all these.

I guess I'm asking, under currently functionality what is the most efficient way within a Tk2dTileMap object to...

1) Unload a TileMap
2) Destroy the render data
3) Switch data
4) Telling 2dtk to render out the level

Seems the right approach for me, I hope you can shed some light on the subject ;)

Thanks.

Pages: 1 [2]