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Messages - DemiGoth

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31
Releases / Re: 2D Toolkit 2.3 beta 1
« on: November 12, 2013, 02:12:43 pm »
only beta program users can access it. it doesn't depend if you have pro or free.
Unity 4.3 has been released 15 minutes ago now. Go download :D I'll wait with installing till I have 2D toolkit 2.3 (final version) as well though...

32
Support / Re: Crash Help
« on: November 11, 2013, 08:33:57 pm »
Got around this by simply not trying to commit everything at once.  When creating a sprite collection I basically have to add one selection of sprites at a time, commit, and repeat.
Haven't had crashes of Unity myself, but it did hang itself up a couple of times (and even my system twice) when I was working a lot with Unity3D and 2D toolkit. If the 'save much weep less' is the reason, I guess I'll save less and hope not to weep more ;-)

33
Support / Re: about skeletal animation
« on: November 11, 2013, 06:48:20 pm »
Hi~
Spine and SmoothMoves, which one is better to  working with TK2D you recommend ?  :)
I know people using both, but Spine, as far as I know, has a tk2d runtime - i.e. it can use tk2d atlases.
I'm in the doubt between Spine and SmoothMoves as well. I know Spine is close to directly supported with 2D toolkit, but SmoothMoves..? Not a word on their site about 2D toolkit. It only mentions Unity 2D.

Big con that Spine has is that it's not only compatible with Unity and 2D toolkit. When I look at the list of compatible programs my guess is that Spine is a 'better investment' than SmoothMoves. At least for me it is since I'm also a bit of a video editing freak, and the AVI would give a very nice addition ;-)

34
Releases / Re: 2D Toolkit 2.3 beta 1
« on: November 11, 2013, 11:17:48 am »
What's new
  • Animating 2D polygon colliders when running under Unity 4.3 2D physics

I've posted a support request earlier today where normal sprites in a collection do not change collider when chancing sprite. Does this feature mean that the sprites in a collection do change collider as well when I tell the sprite to change through scripting?

Yes it does. The reason it doesn't work with 3D colliders is performance (its really not designed to do that and its ridiculously slow). Its fine with 2D colliders though, but you'll need to run tk2d under Unity 4.3 for that.

Thanks for adding then! Too bad I've just started on Unity and don't have the money to go Pro and get 4.3beta now (guess Pro's can get it), so I'll just wait patiently for the release of it and then grab 2Dtoolkit 2.3 as well. In the mean time I'll get on with my Tetris game and take the current lack of this feature for granted ;)

35
Releases / Re: 2D Toolkit 2.3 beta 1
« on: November 11, 2013, 10:30:53 am »
Documentation available at:
http://unikronsoftware.com/2dtoolkit/docs/2.3


Be sure to run "Setup for JavaScript" after importing if you're using this feature. 2.3 is a very big update - and you're likely to have errors if you don't run this properly after restarting Unity.

What's new
  • Animating 2D polygon colliders when running under Unity 4.3 2D physics

I've posted a support request earlier today where normal sprites in a collection do not change collider when chancing sprite. Does this feature mean that the sprites in a collection do change collider as well when I tell the sprite to change through scripting?

36
Support / Re: Colliding halfway through
« on: November 11, 2013, 08:13:26 am »
I figured out WHY this behavior is happening...

From what I've read here on these support forums, to make the collider to work, I have to toggle the convex in the mesh collider. But doing so, the polygon collider area (a U-shape where the Tetris blocks fall) is overruled and the whole texture thing becomes a collider itself.

I'd like to know how to get that polygon collider I made to work...

37
Support / Re: Poll 1 - Experience level
« on: November 11, 2013, 07:41:50 am »
Experienced on other platforms/languages (for 25 years now and still going strong ;D) and NEVER have build anything using graphics. I've mostly been using database IOs, administrative tools and such.

38
Support / tk2dSprite.SetSprite() bug?
« on: November 11, 2013, 07:26:56 am »
After my previous support request here, I think I might have found a bug with the tk2dSprite.SetSprite() method.

As said, I'm making a Tetris game, and for this I've created a sprite collection holding the 7 blocks that need to drop. For all of these blocks I've set their own polygon collider boundaries over the edges of the object. So far so good....
But when I change the Tetris block to play with using the tk2dSprite.SetSprite() method, the polygon collider of the 'default' block that I'm using on the camera sticks to the Tetris block. i.e. When I set the O (2x2 blocks) as default and I get an I (1x4 blocks), the collider is still set to the O (2x2 blocks).

I'm not sure if I miss something when changing sprite and have to change collider as well, but IMO when changing sprite the collider should change with it.

39
Support / Colliding halfway through
« on: November 11, 2013, 06:14:41 am »
I'm making my own variation on the old Tetris game and am now at the part where I can start on collision for the objects (falling block, frame and the blocks on the bottom). To do this I'm experimenting with the OnTriggerEnter() and the function only has one Debug.Log instruction to tell me it actually IS colliding. I do get the Debug.Log message in the console, but... The message appears when the Tetris block is already halfway through the bottom of the frame :(

How do I get actual collision of the Tetris blocks and the frame the moment they touch? For both I've made polygon collides around the edges of their textures, because this is where the collision has to occur.

Also worth to add is that the moment my game starts (and the Tetris object is floating top center and not touching anything) the collider is triggered...

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