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Messages - fallingbrickwork

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1
Support / Re: 2D Toolkit Menu Not Visible Unity 5.1
« on: June 15, 2015, 04:30:48 pm »
Is there a quick code fix I can do for this whilst awaiting the new version? or is the new version coming around the corner as I type  ;)

- Matt.

2
Releases / Re: 2D Toolkit 2.5.3
« on: May 26, 2015, 10:44:35 pm »
Great update and no issues here.

A quick Q... Support for flat colors instead of interpolated with Tilemaps, how do we use/setup this (I can't see anything in the docs although I could be looking right at it  ;)?

Cheers,
Matt.

3
Support / Going over Max Size in Atlas Settings
« on: April 21, 2015, 12:05:23 pm »
Hi,

I have a sprite collection that is being used for my GUI. Within it's settings I have set the Max Size to 2048 (I may be targeting lower end systems and mobile). The collection itself is made up from about 8 different Sprite Sheets. The sprites within these sheets don't currently add up to more than the combined 2048x2048, but should I be mindful to keep an eye on these as they increase? If the contained sprites to push the collection over 2048x2048 what happens? Is it flagged as such?

Kindest Regards,
Matt.

4
Support / Re: Sprites Blanking/ Animation Editor
« on: April 19, 2015, 10:58:33 pm »
I too am getting this, and you are right that animations are all but impossible. This never was an issue with 4.6.x for me.

- Matt.

5
Sorry to jump into this thread but it is related...

I'm just wondering, under normal circumstances I.e not needing to change the partition size to combat lighting issues like you mentioned,  is there an optimal partition size  for  a tilemap size?

6
Ahh, the font.... yes that is what it is... updating Unity seems to have messed up my fonts. Not on all the Tk2dTextMesh, but on some.. hmmm.

Many thanks for helping to track it down... it appears the issue is with this.

Many thanks,
Matt.

7
Yes there is... the very first line.

8
NullReferenceException: Object reference not set to an instance of an object
tk2dTextGeomGen.GetMeshDimensionsForString (System.String str, .GeomData geomData) (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dTextGeomGen.cs:78)
tk2dTextMesh.GetEstimatedMeshBoundsForString (System.String str) (at Assets/TK2DROOT/tk2d/Code/Fonts/tk2dTextMesh.cs:517)

9
Support / NullReferenceException in GetMeshDimensionsForString Unity 4.5.4f1
« on: September 15, 2014, 09:53:11 am »
Hi,

I seem to have acquired a NullReferenceException via my call to GetEstimatedMeshBoundsForString since updating unity to 4.5.4f1.

Is this something my end or an issue in the tk2d core.. btw i'm on 2.4.0. Would updating to 2.5 fix this? Is these something I can amend in the code for a 'quick fix'?

Regards,
Matt.

10
Support / Re: How to make sprite from tilemap?
« on: July 07, 2014, 10:29:35 pm »
Many thanks for posting this code TDippingSauce , it will certainly come in handy with what i am currently working on!  :)

Regards,
Matt.

11
Many Thanks!

12
Support / Change colour of cell selection in Tilemap Palette Preview?
« on: April 09, 2014, 02:38:47 pm »
Hi all,

I've imported the tile set and everything is working well apart from the a problem visually seeing which tiles i'm selecting within the Palette Preview window. I have a lot of black in my tilemap, i'm guessing from all the transparency (i'm painting a lot of decals), and the tile selection gizmo is also black  :'(

Can this be changed to another colour?! I don't mind heading into the code to alter this if you can point me in the right direction.

Cheers,
Matt.

13
Support / General info for game, is it possible with 2D Toolkit
« on: December 02, 2013, 12:23:29 pm »
Hi all,

As a 2D game 'first timer' I wanted to just get the communities opinion on whether 2D Toolkit is the way to go for me.

I am making a 2D game where the player drags out different areas on a 2D landscape. Imagine the early top-down versions of Sim City where the player could drag out residential/Commercial/Industrial areas etc and join then up with roads etc.

I was thinking of creating a tile map of sorts showing a general grassy background, and then as the player drags out these areas, changing the required tiles to the new area types (I hope that makes sense?!)

Would you think this would be the right way to go about this? Or should the new areas just be sprites that sit on a higher layer etc? Are runtime changes of this nature ok with the 2D Toolkit?

Any general info or insights into the above would be greatly received.

Kindest Regards,
Matt.

14
FAQs / Re: Register your copy and get download access.
« on: December 01, 2013, 02:58:06 pm »
Invoice details sent  ;)

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