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Messages - dotty

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31
I've got a HTC Desire HD, HTC Hero and Samsung Galaxy S2. Can I help?

32
Support / Re: Collider type box custom problem?
« on: September 26, 2012, 04:31:20 pm »
You'll need to pad out the image, add a transparent border. If the image is only 40x40, and the collider is 80x80, it's always going to display the image as 40x40. Make the canvas of the image the same as the collider size, that'll fix the issue. There might be a feature to add padding to the image by default, not sure ain't on a computer with TK2D installed.

33
Support / Re: alpha animation
« on: September 07, 2012, 04:19:59 pm »
You might need to commit the change, don't quote me on that though.

34
Support / Re: What next?
« on: September 07, 2012, 04:19:15 pm »
For the love of god multiple box colliders per sprite/ animation frame.

35
Support / Re: Enhancing collisions in 2D Toolkit
« on: August 27, 2012, 11:39:45 am »
For the love of god I hope so! I'm making a beat-em up and at the moment  I need 2 sets of sprites layed on top of each inside a game Object. The "attack" sprite which holds the attack collider and the "defend" sprite which holds the hit collider. It works, but it's a bit of a faff.

It'll be great to define multiple box colliders inside a frame and for them to animate, and giving the users the ability to read which collider has been hit, etc.

36
Support / Re: Enhancing collisions in 2D Toolkit
« on: August 26, 2012, 04:33:22 pm »
Just found this via Google. you mentioned that multiple box colliders re planned, do we have a date, or rough time scale?

37
Support / Re: tk2d camera questions
« on: July 18, 2012, 10:10:04 am »
Is there an example of using ray casts to get the position?

38
Support / Re: tk2d camera questions
« on: July 17, 2012, 10:36:42 pm »
Thanks for the reply. I'm happy leaving it as is (more of a test at the moment).

I got everything working fine, however I have a strange issue. I created some guiText and positioned it in my view (I can see it fine when I'm in game view, or the app is pushed to my android phone).

However, I have a simple script to take the touch X position and replace the guitext's value with the X position. If i touch the far left I get 0 (or close enough to 0). However, when I touch the far right, the value is 795 (or close enough).

How is this possible? I thought the resolution was only 480?

Here's my code.

Code: [Select]
if( Input.GetTouch(0).phase == TouchPhase.Began ){
var touch = Input.GetTouch(0);
TextMesh text = GameObject.FindGameObjectWithTag("debug").GetComponent("TextMesh") as TextMesh;
text.text = touch.position.x.ToString();
}

39
Support / Re: tk2d camera questions
« on: July 15, 2012, 11:38:18 pm »
What I had to do was set the sprite scales to 2. This seemed to fix all my issues (apart from the editor bug). The game window now works fine.

40
Support / tk2d camera questions
« on: July 15, 2012, 10:33:58 pm »
I'm confused by the tk2d camera. I'm reading the documentation over at http://www.unikronsoftware.com/2dtoolkit/doc/tutorial/tk2dCamera.html and it says the default camera size is 480x320.

I made 2 sprites from a 480x320 canvas and exported them as PNGs. These can be found at http://imgur.com/a/OfoHU

So, I added the camera (leaving the defaults as they are), and created 2 sprites from the 2 images (I set the atlas to use the tk2d camera).

I added the 2 sprites at the position 0,0 (lower left). However, the sprites appear off camera? Also they appear smaller? Why is this? I've done to know what I have done wrong.

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