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Messages - DannyB

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76
Support / Re: Creating a scalable overlay sprite
« on: October 13, 2012, 04:15:54 pm »
Wow, thanks a lot for the details.

I started losing you at "dynamic batching", but up until there you were golden. :)
So since I only need this for my semi transparent overlay, I will try method #1 or #2. 
Good to know I can use gradients as well.

When I used a single pixel, it seemed like somewhere along the way, someone converted it to be 2x2.

Also, I noticed that unless I tick the "Point Sampled" checkbox, the stretched result has a (nicely gradiented-) border - which is nice if it is the desired effect. So I am using point sampled, correct me if I am wrong.


77
Support / Re: Creating a scalable overlay sprite
« on: October 13, 2012, 03:50:37 pm »
Oh - out of screen pixels do not cost anything? That's new to me.

Actually, what is the difference between changing the scale in the transform and changing it in the tk2dSprite inspector?

Thanks.

78
Support / Creating a scalable overlay sprite
« on: October 13, 2012, 09:51:45 am »
Hello everybody,

I would like to create a semi transparent overlay, that I can use (for example) when the game is paused.
So, I am wondering what would be the best approach for me to have such an overlay in a way that I can easily scale to different resolutions.

One approach I am considering, is to have a 1x1 semi transparent pixel sprite, and then scale it by changing its transform scale. This way I get a direct ratio, where a scale a 1024x768 will cover the entire screen.

I also noticed there is a scale property in the inspector of a tk2dSprite, along with Bake Scale that I never used. I never touch this area, as I am using the tk2dCamera.

Can anyone share some thoughts on that? I mean, does my approach make sense? Is there a better / more efficient / easier way?

Thanks in advance.

79
Releases / Re: 2D Toolkit 1.80 beta 1
« on: October 12, 2012, 11:35:33 am »
I can say that it is working fine for me, yes.
I did not yet thoroughly played with the multiplatform aspects, but I focused on testing that nothing is broken.

80
Releases / Re: 2D Toolkit 1.80 beta 1
« on: October 08, 2012, 12:55:19 pm »
Error (probably insignificant):

Happened on the first time I clicked the 2D Toolkit menu > Preference

ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/BuildAgent/work/14194e8ce88cdf47/Runtime/ExportGenerated/Editor/GUILayoutUtility.cs:417)
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type LayoutType) (at C:/BuildAgent/work/14194e8ce88cdf47/Runtime/ExportGenerated/Editor/GUILayoutUtility.cs:156)
UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/BuildAgent/work/14194e8ce88cdf47/Runtime/ExportGenerated/Editor/GUILayout.cs:192)
UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/BuildAgent/work/14194e8ce88cdf47/Runtime/ExportGenerated/Editor/GUILayout.cs:186)
UnityEditor.HostView.OnGUI () (at C:/BuildAgent/work/14194e8ce88cdf47/Editor/Mono/GUI/DockArea.cs:114)

81
Releases / Re: 2D Toolkit 1.80 beta 1
« on: October 07, 2012, 11:12:17 pm »
Congratulations unikron. A really important milestone and and excellent list of changes.
( And another reason for celebration, I was just promoted to Full Member. Milk all around... )

82
Releases / Re: 2D Toolkit 1.80 Alpha 7
« on: October 04, 2012, 12:30:22 am »
Woohooo!
I can hear the release train louder and louder..... chooo chooo.... :)

Downloading.

83
Releases / Re: 2D Toolkit 1.80 Alpha 3
« on: October 03, 2012, 07:46:41 am »
Ok, so I have installed this on my biggest project and the first impression is that nothing seems broken.
I did not yet test any of the new platform features, this comes next, hopefully later today.

The only warning I get is this of unused variable:
Assets/TK2DROOT/tk2d/Editor/tk2dGuiUtility.cs(258,24): warning CS0219: The variable `start' is assigned but its value is never used

I will keep reporting as I play with it more.

EDIT:
First error encountered.

This happened when I took these steps:
  • I opened the editor window for a sprite collection just to see all is good (I get an info message: SpriteCollection 'Name' - Upgraded from version 0).
  • I closed it without committing.
  • I then went to edit the animation of the same collection.
  • Unity showed the progress bar, with "Looking for Assets" or something like that.
  • When all finished, I noticed an error in the console, pasted below.
  • I tried reproducing it with other collections, but I could not make the same error appear again, so not sure if this is helpful at all.

Code: [Select]
ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/BuildAgent/work/14194e8ce88cdf47/Runtime/ExportGenerated/Editor/GUILayoutUtility.cs:417)
UnityEngine.GUILayoutUtility.BeginLayoutArea (UnityEngine.GUIStyle style, System.Type LayoutType) (at C:/BuildAgent/work/14194e8ce88cdf47/Runtime/ExportGenerated/Editor/GUILayoutUtility.cs:184)
UnityEngine.GUILayoutUtility.DoBeginLayoutArea (UnityEngine.GUIStyle style, System.Type LayoutType) (at C:/BuildAgent/work/14194e8ce88cdf47/Runtime/ExportGenerated/Editor/GUILayoutUtility.cs:195)
UnityEditor.EditorGUILayoutUtilityInternal.BeginLayoutArea (UnityEngine.GUIStyle style, System.Type LayoutType) (at C:/BuildAgent/work/14194e8ce88cdf47/Editor/MonoGenerated/Editor/EditorGUI.cs:4188)
UnityEditor.DockArea.BeginOffsetArea (Rect screenRect, UnityEngine.GUIContent content, UnityEngine.GUIStyle style) (at C:/BuildAgent/work/14194e8ce88cdf47/Editor/Mono/GUI/DockArea.cs:740)
UnityEditor.DockArea.OnGUI () (at C:/BuildAgent/work/14194e8ce88cdf47/Editor/Mono/GUI/DockArea.cs:633)

84
Support / Re: Unikron for President (and font outline question)
« on: September 11, 2012, 01:09:44 pm »
Thanks, I used RGB one or something, as per the tutorial.

Will play with it more. I love the font settings you have created.

85
Support / Re: Unikron for President (and font outline question)
« on: September 11, 2012, 11:33:20 am »
I think I did follow it to the letter.
I probably missed some BMfont setting, will look again.

Thanks.

86
Support / Re: tk2dAnimatedSprite.getFrame() function
« on: September 10, 2012, 05:24:03 pm »
Thanks for this. The time sync works perffectly.

87
Support / Unikron for President (and font outline question)
« on: September 10, 2012, 11:44:25 am »
Dude,

I just started playing with the font capabilities of TK2D and they are legendary!
I love the ease of use and the awesome gradients feature, and the nice handling of kerning and everything.

Really well done!

In the Font Tutorial the screenshots show the text mesh with what seems to be a nice black outline.

Is there a way for me to achieve such effect? I could not find any setting for it so far. Am I misinterpreting the screenshots?

Thanks.

88
Support / Re: Add a Border to a sprite
« on: August 17, 2012, 07:20:30 pm »
Understood, thanks.

89
Support / Re: Add a Border to a sprite
« on: August 17, 2012, 11:10:02 am »
Hi,

I am also looking to add a glow effect to a sprite.
In my case, I do not need to turn it on or off, just always on and I prefer doing it outside the graphic asset itself.

The proposed answer is slightly above my current understanding of things so I am not sure if it is what I need.
Also, I probably need to mention, I want to add it to an animated sprite.

Will a custom made shader be able to do the trick? Like the one described in this Unity Answer?

90
Support / Possible bug with multiple atlases
« on: July 30, 2012, 10:15:40 am »
Hi,

I think this may be a bug:

I have created an atlas for some parallax background, and I checked the multiple atlases checkbox, since I knew it will be bigger than one atlas size.
It created two atlases for me and everything was good.

Now, I have created an UNRELATED atlas for animation, and then created an animation collection from it, and an animated sprite.

When I placed the animated sprite in the scene, it ran the loop of the animation but then it added another frame from the multiple atlases I used for the parallax background.

I checked and double checked that I do not have any wrong image in the loops.

After deleting the multiple atlases, it was back to normal.

It seems as if somehow, the multiple atlases influence other atlases / collections that do not belong to them.

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