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Messages - 39thstreet

Pages: 1 [2]
16
Releases / Re: 2D Toolkit 1.76 beta 1
« on: July 13, 2012, 07:13:01 pm »
Tried updating to this beta today, and all my textures went pink (as they do when they are missing).  I could still see them in the collection, but all of my sprites in all of my scenes appeared as if they had no textures.

Reimporting 1.7.5 fixed the issue.

17
Support / Duplicating Sprite Animations
« on: July 13, 2012, 07:06:01 pm »

Is it possible to duplicate sprite animations?  I have several animations which are very similar, and would like to duplicate them and just change the included sprites.

However, when I do this, the new copied animations are not visible from my animated sprites.

Any idea how to fix?

18
Releases / Re: 2D Toolkit 1.75 beta 3
« on: June 12, 2012, 05:10:23 pm »

Thanks for another quick update.

Unfortunately, the animation editor still has some big issues.  It's hard to articulate exactly what is happening, but it's impossible to create animations now.   

I have a 14 frame animation with a custom display order.

1. Whenever I try to change the "Num Frames" value, it seems to randomly add frames to existing frames (as before).
2. The note above says to use Add Frame (which is less ideal, because I have to click Add Frame 14 times).
3. I then start to fill in the values -- and while I'm setting frames, other frames that I'm not currently editing start randomly changing.

E.g. I'm setting frames 1,2,3,4,5,6,7 and by the time I set 7 and scroll back the start reads 1,3,5,6,1.   Weird, right?

Worse, it even seems to be showing this for older animations I haven't edited in a long time when I view them.  Suggesting maybe this is a display problem?

Going to roll back to an earlier beta for now.

19
Support / Re: Cant get frame.eventInfo
« on: June 12, 2012, 04:48:12 pm »
False alarm, this was a pure code error on my end.   :-\

20
Support / Re: Cant get frame.eventInfo
« on: June 11, 2012, 09:39:12 pm »

Was there every a resolution to this?  Since it was so long ago, I'm assuming there was some mistake being made.  But I'm having the same issue with the latest beta, and I don't see why I'm not getting eventInfo.

21
Releases / Re: 2D Toolkit 1.75 beta 2
« on: June 11, 2012, 09:33:44 pm »
Having some issues editing animations with this beta update.   Attempting to add another frame to an animation sometimes (it doesn't seem to be consistent) ends up another frame to the last step instead.

E.g. If I have a 4 frame animation, and I wanted to add a fifth frame.  I go to Num Frames and set it to 5.  Instead of adding a new frame, it instead makes the 4th frame 2 frames long.   

22
Support / Re: Animation Timing and Animation Editor
« on: May 01, 2012, 12:10:11 am »
Follow up:

Worked as described! 

I hacked in another addition, though.  I also needed a "jump to frame" function, to jump an animation to a particular frame and then pause it.   I added this myself in tk2dAnimatedSprite by adding a function which sets a "pause on next update" boolean.   Ugly hack, but it'll work for now.

23
Support / Re: Animation Timing and Animation Editor
« on: April 30, 2012, 04:03:14 pm »
I've added a PlayFromFrame function to 1.70 beta 3. Would appreciate it if you could have a quick test to see if it works properly before 1.70 final. (Gonna release it very shortly)

Awesome, will check it out today!

24
Support / Animation Timing and Animation Editor
« on: April 27, 2012, 10:57:46 pm »
What's the best way to have an animation hold on a frame for a few before continuing?

That is, let's say I wanted to hold on frame 2 for 5 frames.   Should I do a trigger and pause the animation then resume play after 5 updates?  Or should I enter frame 2 5 times in a row?

Related question: is there a way to tell a sprite animation to go to a particular frame?  I know tk2dAnimationSprite has Play(float clipStartTime), but frame index/number would be way more useful than a clipStartTime for me.

I would appreciate any advice on the best approach.

As an aside, before I decided to use 2dtoolkit I was using ex2d, and the only feature they really did better was the animation editor.   I would love to see something more robust (like specific timing per frame on animation rather than global FPS). 

25
Support / Re: When are Atlas Textures loaded?
« on: April 26, 2012, 03:30:51 pm »

They way I'm approaching this is to make use of the Unity Resources folder. You can export an asset/prefab there and it will not load until you explicitly call Resources.Load and instantiate.   This is, I believe, how this is generally done in Unity and it seems to work fine with 2dToolKit:

http://unity3d.com/support/documentation/ScriptReference/Resources.Load.html


26
Releases / Re: 2D Toolkit 1.70 beta 2
« on: April 24, 2012, 10:35:05 pm »
Worked great, thanks :)   I had found the first part of the interface, but missed the second (drop down).

27
Releases / Re: 2D Toolkit 1.70 beta 2
« on: April 24, 2012, 10:10:35 pm »
FEATURE: You can assign different materials to various sprites within a sprite collection. Useful for mixing solid and transparent objects within the same sprite collection (these won't be able to be batched, but is essential for tilemapped games where a large number of tiles can be solid.

Any more info on how this is done?  Whenever I assign a different material, it reverts back to the default when I try to build.  Any idea what I might be doing wrong?

28
You're not targetting mobile are you, as if you are thats a very very bad idea.

Hah, I am, thanks for the warning!   

Although right now I'm mostly just trying to get a handle on both Unity and 2dtk.  I'm already plenty familiar with doing these kind of effects (blurs) with texture animations from years of cocos2d dev.   

29
I was trying to blur a single gameobject/sprite.  My understanding is that the way to do this was to give that sprite it's own camera.

Depth values were different,.  I thought I had the clear flags correct, but maybe that's my problem, I'll give it another look.  Thanks.

30
Support / multiple tk2dCameras? (For Pro Image Effects like blur, etc)
« on: April 20, 2012, 11:19:01 pm »

I've been playing with some of the Unity Pro image effects like blur, glow, and the like.    I've been doing this outside 2dtoolkit using basic unity scenes.  Since these effects are attached to cameras, I have to create multiple cameras (one with the effect, one without) and then set their layer, culling mask, and depth accordingly.    This all *seems* to work in my test scene.

But when I try to do the same thing using tk2dCameras it no longer seems to work.  I can get both cameras showing, and I can get the blur effect on one.  But it always seems to either hide one of the cameras, or show and blur both. 

So, is it possible to use multiple tk2dCameras in a scene?  If so, any idea what stupid thing I might be doing that would mess it up?  I admit to still being fuzzy on how the layer/culling mask thing works.  Anyone have a demo project I could look at?

Also, related question:  are there other, simpler ways (shaders?) to achieve some simple effects like blur?

Thanks in advance!

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