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Messages - atmuc

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16
Releases / Re: 2D Toolkit 2.3 beta 1
« on: November 11, 2013, 08:10:34 am »
you are my best asset publisher. you support within hours, your asset still works great with Flash addon, you are proactive that you prepare your asset before 4.3 is released, you continuously add new features to your asset like tile, gui components.

thanks for being in asset store.

17
Support / Re: font resolution on game view
« on: January 18, 2013, 03:03:21 pm »
i added outline to font texture on photoshop. it worked with 2dtk gradient. font color is white, outline color is black. i think it cannot work with all color combinations, but this is enough for me. i would be very happy if there was a filter for bevel, outline, shadow on font generation process at 2dtk. now i do this job manually on photoshop. for the same font and different fx i have separate font bitmaps. it is better to have a source bitmap and design time generated atlasses. i know it is not to find the source code of this filters :-)

18
Support / tiled sprite
« on: January 18, 2013, 01:28:42 pm »
is there any support on 2dtk for tiled sprite? i will set a seamless sprite like http://freeseamlesstextures.com/gallery/index.html. it will fill planar surface with this spite.

19
Support / Re: font resolution on game view
« on: January 18, 2013, 01:26:13 pm »
thanks. bilinear solved my problem. i also noticed that NGUI uses trilinear :-) your gradient feature is great, both 2 colors and gradient texture like a library.

it will be great if you add shadow and outline effect to meshtext.

20
Support / font resolution on game view
« on: January 18, 2013, 12:18:22 pm »
i use 2dtk camera and font. if game view is 1:1 my font look great. when i shrink game view everythink scale down. my text mesh does not look nice. i can see pixels. it is like it loose antialiasing. when i use the same font with ngui it looks nice at the same game window. what can i do to have a nice scaled meshtext on game view? it looks nice on scene view.

21
Support / Re: MultiPlatform Toolkit integration
« on: November 09, 2012, 08:51:05 pm »
thanks. one thing more; will your camera be platform compatible? mptk has nothing about camera. if only platform chooser is mptk and it has full integration with 2dtk's camera and atlas chooser it will be perfect. i hope you both make this integration :-)

22
Support / Re: MultiPlatform Toolkit integration
« on: November 09, 2012, 08:08:20 pm »
1.i want it on design time. mptk should change your collection drop down :-)

2.it as depth for all sprites.can you add depth feature for box custom. so it will be full custom :-)

23
Support / Re: MultiPlatform Toolkit integration
« on: November 09, 2012, 07:28:54 pm »
1. yes i need a simple feature with this integration just atlas change.

2. my problem was;
i had a camera and a sprite as its child. sprite scale is 1,1,1. sprites collider scale is 10,10,10. for different platform i changed my images. for some reason i set collider type as user defined. when i change sprite images sizes i also have to change collider size because it is in manual mode. i need z scale for collider so i have to use user defined.

24
Support / Re: MultiPlatform Toolkit integration
« on: November 09, 2012, 06:58:23 pm »
1. i need to use different images/atlasses for different platforms.
2. because 2dtk camera adjusts sprite size to make it pixel perfect i also need to change the size of collider. maybe i quit to use 2dtk camera and adjust sizes by myself.

i am looking solutions to use 2dtk with mptk for multiplatform deployments. 2nd problem has workaround. of course there is code solution for everything :-) i need a gui solution for the first problem. :-)

25
Support / Re: MultiPlatform Toolkit integration
« on: November 09, 2012, 06:35:24 pm »
i have mptk. i think it doesn't support your atlases. also it doesnt support collider size.

26
Support / Re: MultiPlatform Toolkit integration
« on: November 09, 2012, 06:25:53 pm »
no problem with atlas sizes. what i try to do is to make all pixel perfect. i will have 4 different screen size; iphone 3gs, iphone 4, ipad3, web player. for example i have a background and i dont want to resize it improper way.

27
Support / Re: MultiPlatform Toolkit integration
« on: November 09, 2012, 06:19:35 pm »
yes 2 different atlasses. for ios i can use 1x,2x,4x. for webplayer i will use 760px x 570px or different.

28
Support / Re: MultiPlatform Toolkit integration
« on: November 09, 2012, 06:00:12 pm »
i make a game for both web player and for ios platforms. so 1x,2x,4x is not suitable for me. i want to make different sprite collections for per platform. how can i switch them?

29
Support / Re: alpha animation
« on: September 08, 2012, 11:46:51 am »
this code works

Code: [Select]
using UnityEngine;
using System.Collections;
using tk2dRuntime;

public class CommitObserver : MonoBehaviour
{
tk2dTextMesh textMesh;
float previousAlphaValue;

void Start ()
{
textMesh = GetComponent<tk2dTextMesh> ();
previousAlphaValue = textMesh.color.a;
}

void Update ()
{
if (textMesh.color.a != previousAlphaValue) {
previousAlphaValue = textMesh.color.a;
textMesh.Commit ();
}
}
}

30
Support / Re: alpha animation
« on: September 08, 2012, 11:01:27 am »
Easy way to do this: write a behaviour which monitors the color / scale and calls Commit if it changes. My main OS SSD has failed, so I can't find this until it is replaced - but if you haven't managed to do it, let me know and I'll post my version once I've recovered my OS.

is there any case that i do not want to commit at current frame? if i change something it means i want to see some changes. should not 2dtk apply all changes on update phase? at least there should be autocommit option for unity animation system. cant you run commit as the last command of update method?

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