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Messages - profanicus

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16
Support / Re: New Unity 2D Tools this fall
« on: August 29, 2013, 12:22:33 am »
Looks neat; 2d layering system built-in with the tags and standard layers, the auto-slice/poly collide, and little sprite fold-outs look nice too. Seems to be using a familiar 'pixels per unit' system. ;)

In one vid it says something about the animation editor improvements 'making it easier than ever to animate properties' - I am guessing they are not talking about c# properties here...

17
Support / Re: Non-rectangular sprite clipping
« on: August 21, 2013, 05:26:27 am »
Tk2d already supports custom geometry for sprites, look for Rendermesh: Custom. There you can make your hex-shaped polygon, or whatever shape you like. Is that the kind of thing you meant? I have used the same thing myself when I was mucking about with isometric tilemaps.

18
Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 21, 2013, 12:04:08 am »
I've played some more and most of my problems came from trying to use layout for something it wasn't really designed for. What I was trying to do was use the Layout Container Sizer purely as a tool to distribute child objects evenly within an area. It almost worked. :)

19
Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 20, 2013, 12:23:23 am »
First of all, the new layout system looks great!

One question though, is it possible to use non-tk2d elements in the layout? The first that comes to mind is the GUIText. We need the ability to display, for example, Chinese characters. This is pretty impractical with bitmap fonts.

Thanks!

It works with gameobjects, and will position but not scale them in exactly the same way that a tk2dTextMesh currently behaves. In fact, I don't think the system really supports tk2dTextMesh at all, but positions the gameobject regardless of what component is on it (unless it's a sprite or layout) - so yes it should work with GUIText in the same way.

20
Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 19, 2013, 08:42:34 am »
Some issues with Layout:

  • First up I just want to say that it's awesome. :)
  • When adding a Container Sizer component it is not sized to take into account the pixel scale - my containers come in really tiny.
  • Sizing the Layouts when in Edit mode really screws things up and should be discouraged.
  • How about editing the Layouts numerically, set exact pixel perfect multipliers, or reset them to their original size?
  • The gizmo that sets the scale anchors, maybe we could click in the middle to toggle all/none? ATM it takes four clicks to set a common scenario.
  • Will we be able to scale textmesh? Seems text always stays the same size when I scale up the layout
  • Maybe the Layouts themselves could have a definable anchor other than just the top left. Seems a problem atm when trying to use a Container to distribute buttons evenly without scaling them - currently it doesn't work as anything not scaled is fixed to the top left of the Layout. It's almost like everything should be able to act like the Text currently does, moving rather than scaling.
  • edit: I've found changes to a layout are not being updated until you click another object in the hierarchy

21
Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 15, 2013, 11:50:09 pm »
Oh, I have been going off the list on iosres.com which claims it is 1024. Maybe they are wrong! I foolishly didn't check any other sources.

edit: they have a link at the bottom that goes to the actual texture limits and it is 2048, you are right. As you were. :)

22
Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 15, 2013, 11:35:40 pm »
  • Default sprite collection size is now 2048. 1024 is no longer a sensible minimum. No one targets iPhone3G anymore, right?

Hmm I thought people still targeted the 3GS as it uses iOS6 (and has a 1024 max texture size). Or am I wasting my time supporting it?

23
Support / Re: Multiple sprite colors in practice
« on: August 11, 2013, 12:37:47 am »
Not sure this really helps but approach #1 is the simplest method.

When you change sprite colours you are changing the colour of the vertices on the mesh that the texture is mapped to. Those vertex colours have to be blended/combined with the pixel colours somehow, and multiply is a pretty common method. You just need to make the source art to accommodate. Basically you paint in grayscale, and any white pixels will end up the exact colour you set the sprite colour to be, whereas darker pixels will darken the sprite colour by however dark they are. Just remember that pixels can only get darker, never brighter in this mode.

In that example you linked to, the result would have been a lot closer if ealtorfer had changed his source art as it is quite dark. And as Unikron said in that post, there are different blending modes you could use by changing the shader. For example if you used additive it would add the vertex colour to your source pixels instead of multiply, and you would paint your source art dark since it can never get any darker with an additive mode.

In any case, anything more complex than this that does not involve just making separate sprites is going to involve writing shaders.

24
The first step should stop that happening since it changes the collection setting itself, and any subsequent 'Commits' update the atlas with the new setting. It works here but then I am not using 1.92 ... ;)

Did you try 'save project' or restarting Unity after changing the collections in Debug mode? Or Rebuild Index?

25
As my ninja edit said, you just have to change the atlas texture compression don't you? Which you can do with multi-select.

26
Go into Debug Mode in the inspector, then you can change the compression for all selected sprite collections at once with the 'texture compression' drop-down without going into the sprite editor.

Debug mode is in the menu at the top right next to the lock icon.

edit: that probably won't commit the changes to the atlases themsevles, but you can just multi-select them and change them all at once as well.

27
Support / Re: [2.1] Rearrange the tilemap palette
« on: August 08, 2013, 04:52:56 am »
You don't really use scratchpads as your current palette, they are a separate additional system that achieves the same result. They act like mini-tilemaps. You can make as many as you want, name them, make them different sizes, and they are all saved automatically. They allow you to separate your one big palette out into lots of mini-palettes containing whatever custom arrangements of tiles you want.

The same controls work in the scratchpad as on the main tilemap - so you know how you can use the Alt key (the eyedropper) to 'pick up' tiles from your tilemap and paint with them? Scratchpads work the same way - hold Alt and click or drag-select on the scratchpad to select tiles from one, then paint with those tiles. Or select the whole scratchpad with 'Select All' or the Enter key.

They work well with keyboard controls as well:
1. press Tab
2. type the first few letters of the scratchpad name (or use the up/down arrow keys)
3. press Enter
4. now your brush contains all of the tiles from that scratchpad ready to be painted into your main tilemap

28
Support / Re: tk2dUIItem "HeldDown" message?
« on: August 07, 2013, 01:43:25 pm »
The general approach for held is to do the logic yourself - start increasing the counter when you get the OnDown event, and stop increasing it when you get OnUp.

29
Support / Re: Smoothdamp
« on: August 03, 2013, 11:34:54 pm »
You should also try camera movement in LateUpdate. FixedUpdate didn't work so well for me back when I did my current camera follow, as it's called before Update and on a different timer, whereas LateUpdate will be called after all your objects have been Updated.

Also you could try changing SmoothDamp to a regular Lerp with a deltaTime, from memory I had troubles getting SmoothDamp to actually provide a smooth camera. :P

30
For me (if it was the same thing that hippocoder is seeing) it was most noticeable on textmesh due to all the custom elements, but also occurred on some other components. Pretty sure it was not limited to tk2d either - anything that was a default Unity inspector was ok but custom fields weren't.

By 'earlier Unity versions' I meant earlier versions of Unity 4, it hasn't reoccurred since I switched back to 3.5. :)

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