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Messages - cloudcamaleoniv

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Support / Editing Position inside Animation Editor
« on: July 07, 2015, 08:06:18 am »
Hello, I'm using your product for a long time now. I've always worked with very simple animations, like pixel-art characters walking in a pixel based world, or some basic enemies that didn't make complex movements.

My new project involves many frame-by-frame complex animations, for example.

In one frame, a Dragon enemy have its wings closed, resulting in a 100x200 sprite, for example.
In another frame, the Dragon have its wings opened, resulting in a 300x300 sprite.
In another frame, the Dragon, still with its wings opened, stands in one foot and is tilting to the right, resulting in a 280x320 sprite.

Let's say that in a complex animation, theses 3 frames represent the boundaries of the complete animation (300 is the max width, and 320 is the max height). If I would want that his right foot stays aligned to the ground during the entire animation, all my textures need to have a 300x320 size, consuming much more texture space than needed.

I could use the Diced feature in the atlas creation, but some of this animation textures are also needed outside of the atlas for other purposes.

So, my question is...:

Is it possible, inside of the Animation Editor, in a given clip, to edit the position of each one of the textures in each frame? Is there some known plugin that do that?


Support / Re: overlay a color completely?
« on: June 21, 2014, 07:01:53 am »
So, I can't see the download link.

I'm already a registered member. It says:
"Current Membergroups   
Registered Members
Every member of the forum is a member of this group."

And still I can't see the download link. In fact, I think I've never seen any download links here, but I never needed to.

How may I download this shader? Thanks.

Support / Re: Z-Order / Depth bug only when I build
« on: October 08, 2013, 09:07:00 pm »
Man, I feel ASHAMED. I found the error (my error). And it was very very simple. I made this script to ease the camera transparency change.

public class CameraMode : MonoBehaviour {
   public TransparencySortMode cameraTransparency;
   void OnValidate()
      gameObject.GetComponent<Camera>().transparencySortMode = cameraTransparency;

That way, my designer could easily make his scenarios. But I clearly forgot to replicate this line of code in the "Start" method. So, inside the editor, it works, outside it, the line is ignored.

I found it while I was making your test case, so thanks, man! You can check the demo again working at the same link above.

Support / Re: Z-Order / Depth bug only when I build
« on: October 08, 2013, 06:55:56 pm »
1. Yes, in the demo I showed, every background element is in a different fixed z position.
The far background image -> z: 270
The smoke image -> z: 150
The bush image -> z: 90

And so on. And they still overlap each other randomly.

2. Yes, I deactivated all other cameras, and the problem still persists.

Support / Re: Z-Order / Depth bug only when I build
« on: October 08, 2013, 04:38:10 pm »
Well, the weirdness happens with the background camera. It's a perspective camera.

And yes, the TransparencyMode of the two perspective cameras was already set to Orthographic.

Support / Z-Order / Depth bug only when I build
« on: October 08, 2013, 07:36:17 am »
Well, the question is simple, but I'm afraid of the answer.

The z-order of my tk2dsprite components works great in the editor player. But when I export it (to web player, pc, android, doesn't matter), the z-order gets all messed up. The objects seems to "jump" randomly between z positions, sometimes one is behind another, sometimes not, and so on.

I'm using 3 cameras.

An ortographic one for my "main" objects, like the player
A perspective one for the "foreground" objects, that spawns above the player, to give a sense of speed and coolness :P
Another perspective one for the "background" objects, that spawns behind the players. I have lots of objects in this layer, and they will spawn randomly in randomly z-positions.

I've got a demo at www.playlouis.com/build/build.html

Click screen to begin. When the worm starts walking, press the UP ARROW to see the weirdness and press the DOWN ARROW to go back.

The strange thing is that this weirdness does not happen in the editor player.

So, could you tell me why does this happen and how may I fix it?

Thanks in advance.

Support / Black border around sprite.
« on: August 21, 2013, 03:15:07 am »
Hello. I'm getting black borders around tk2dSprites. The textures are just fine. But when I put inside a GameObject, it displays these ugly black lines.

I own another 2d plugin, not sure if I can say its name. But when I use the SAME textures, they display just fine.

I tried to change Filter Mode to point. The black borders are gone, but the softness of the sprite are gone too.

You know, I could use this another plugin, but it is VERY limited with animation. Your is much better.

I took some prints to show you.

So, is there a way to get similar results to the first print? (the other plugin)


Support / Mobile game - Too many atlases?
« on: August 09, 2013, 07:50:47 am »
Hello. I'm making a mobile game, but I'm not sure what to do with SO many textures.

First - There are 8 HUGE parallax backgrounds. If I do not put each one in a single atlas, it won't fit (at least not within the mobile limits)
Second - I have textures for : Player (many clips, each clip has tons of textures), Obstacles (each obstacle explodes, has lots of animation), Background, Enemies, and so on.

So, for more readability, maintainability, etc I keep tons of atlases

1 for the player and it's animations
1 for all the obstacles
3 for all the enemies
1 for each UI Screen
1 for each background parallax, and so on.

Is this "healthy" for my mobile CPU / GPU? Will it destroy the performance? Or is it better that I live with the insanity of editing every little texture in one huge atlas?


Support / Re: Font outline - Changing color along with text.
« on: July 11, 2013, 08:47:14 am »
Hell... no idea how to do this...

But if you say it's possible, I'll do some research. Thanks man!

Support / Font outline - Changing color along with text.
« on: July 10, 2013, 08:38:04 am »
Okay. I took BMFont, exported some black-outlined fonts. Changed the black outline to green in photoshop. When I import the font to Unity, with tk2dFont, created a TextMesh Component and changed its tk2dTextMesh color, the border paints along with the text. Okay, tk2d doesn't know anything about borders, it only knows what's inside the texture, so it paints everything.

I'm doing something wrong? Is there a way to to this?

I mean, I could paint the white parts in photoshop to the color I want, BUT, is there a way to choose the color dynamically in 2d toolkit. but leaving the border color intact?


Support / Re: Android disappearing graphics on 2nd boot.
« on: July 08, 2013, 06:57:47 am »
I sent the report yesterday, thanks unikron!

For those who still have issues. Before export, click in "player settings" - "other settings" - disabling "dynamic batching" fix the problem here. It's a cheap solution before Unity fixes it.

Support / Re: Android disappearing graphics on 2nd boot.
« on: July 07, 2013, 01:49:05 am »
I got the same problem here with my Motorola Defy.

Works fine on 1st boot, but I have to clear app data to get it running on 2nd boot ahead. Very, very strange.

Support / Mobile - Atlas size - 4096 x 4096
« on: July 06, 2013, 10:29:28 am »
Okay, I know it's absurd. But read me out.

I had a big parallax background. It fiiled a 1024x1024 texture. I've used that "diced render mesh (64 x 64)" to minimize the draw calls (it was what I've read at least).
The game is often being tested in my mobile device. It worked just fine.
But then I decided to add a new parallax background! I used the same collection (for ease of use) and I had to extend it to 2048 x 2048... then two more - 4096 x 4096.
And now my mobile can't play my game anymore. The background DISAPPEARED!
So I deleted those extra backgrounds and got my game running again.

But I NEED those backgrounds. And apparently, my mobile run VERY slow when I put those backgrounds again (even in different collections). I think that, they are so big that they can't be loaded at the same time. If that's the case, is there any way to load images and create sprite collections at runtime? Even if I'm using mobile?


Support / Re: General mobile performance
« on: June 08, 2013, 03:43:58 am »
One question about overdraw...

Let's suppose I wanted a multi layered scenario.

The back layer with some kind of blue screen and clouds.
The next layer with some distant mountains.
Then another with some vines and stuff
Then one with some trees and rocks.
Then the main layer of the game, with the characters and stuff.
Then a top layer with some random passing trees and bushes.
And on top of all that, a HUD layer.

If I use one camera, this will cause a serious overdraw.

But what if I use more cameras? Put them in different positions, I don't know. Is there a way to render everything without causing too much overdraw?


Support / Circular sprite - Outline appearing
« on: June 07, 2013, 10:18:02 pm »
Hello, I've got this problem before on a rectangular sprite, where all of the rectangle was filled by the image. I've had to duplicate that sprite to give a parallax sensation, but the sprite had that ugly thin black line.

All you've said to me was "Change the pad method to extend", and it worked great! Thanks for that.

Now I've got a very similar problem. I have to do some kind of a trail. The way I pictured it is creating a ball and duplicating it one after another, following the character.

Well... The outline is keeping me from getting a nice result. And I just can't get it off. Even with the "extend" thing, which I think it might work for full filled rectangle sprites. But what about a 'not-rectangle' one? As a circle? How can I do that?

Keeping in mind that... the "outline" are the alpha bits of the image, only visible when you put another very close to it (or if you have a very great eye). Not an actual outline.

Thanks man.

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