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1
Support / Still working with new version of Unity?
« on: September 10, 2018, 10:56:40 pm »
Hello,

I had made a project some time ago with 2D Toolkit. I now want to update my game but 2D Toolkit throws lots of errors. Mostly about dropped things with Unity 5.4

Is there a new version that supports Unity 2018? If so, is it compatible with old projects?

Thanks in advance

2
Support / Re: iPhone 6 and iPhone 6 Plus screens
« on: October 04, 2014, 05:37:27 pm »
Bump!!!

Did anyone have a chance to see what iPhone 6s report back?

Mitralone

3
Support / Re: Licencing and clients
« on: October 04, 2014, 05:34:47 pm »
Hi and sorry for late reply.

Yes I bought it and 2D Toolkit is in the project.

4
Support / Re: Licencing and clients
« on: September 24, 2014, 07:46:18 pm »
I was just thinking about this.  This guy is selling a complete project with 2D Toolkit inside the project.

https://www.udemy.com/reskinning-the-2048-ios-android-game-in-unity-3dcode-inc/

You might want to contact him :)

5
Support / Re: iPhone 6 and iPhone 6 Plus screens
« on: September 18, 2014, 07:10:31 pm »
I just tried to see what my app does when scaled in Unity playing with the various override settings and in almost all settings, the app gets screwed due to placement of sprites at exact locations by code. If the phone does not report back as iphone 5 screen size, I believe I have quite a tiring update ahead. :(

Please let me know if you get a chance to test this.

Thanks

6
Support / iPhone 6 and iPhone 6 Plus screens
« on: September 18, 2014, 05:00:50 am »
Hello,

I will update my iphone game which is setup to run on 4 and 5s to also work on iphone 6 and 6plus. What setting/override do you suggest for the camera settings? Also, shall I include iphone 6 size backgrounds for the 4 and 5 background images or shall I simply include the biggest size screen and expect iphone to size it down? Which one loses more quality? Is it worth including all resolutions?

Do you know when iphone 6 rescales the current games, will it report the screen size as iphone 5 1136x640 screen size or its native 1334x750 (2208x1242 for plus) size? I am manually setting up positions of sprites based on device (4 and 5 so far) but if the screen size reported back changes, then all my conditionals need to be rewritten.

Thanks for the responses in advance.

7
Showcase / Re: New Release: Game Town for iPhone and iPad
« on: August 11, 2014, 07:02:04 am »
Here is the official trailer for Game Town.

http://youtu.be/NiHhDiFB9QE

8
Showcase / New Release: Game Town for iPhone and iPad
« on: August 09, 2014, 04:15:13 am »
Hello all,

I just released a new game for iPhone and iPad. You can find the links below for the app store. It is an action/arcade game where you try to finish the mini games as fast as you can.

iPad:

http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=837492368&mt=8

iPhone:

http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=795965884&mt=8

Please let me know what you think about the game as well as any suggestions.

By the way, thanks to Unikron for such a nice tool. All levels have been developed using 2D Toolkit as you can see in the credits :)

Mitralone

9
Support / Re: Feature Request : Autosize TextMesh
« on: July 31, 2014, 05:25:27 am »
Hi,

Like I said, the word wrap feature works perfectly. I am using GetEstimatedMeshBoundsForString to roughly estimate the bounds of the text I am about to put in and from there rescaling to the size I again estimate from the word wrap bounds.

Thanks for considering



10
Support / Feature Request : Autosize TextMesh
« on: July 29, 2014, 05:22:13 pm »
Hello,

I am not sure if this is the right place but I will write anyway.

I would like to be able to set the width of a text mesh and then have it autoresize according to content. This would work like the word wrap feature. Most of the time, my text for alternative languages get out of the button borders so this is very much needed. I searched both the code and the interface for something similar but could not find any. I have my own custom code for this but having this as an original feature of 2D Toolkit would be nice.

Mitralone

11
Support / Re: Creating Texture2D from diced atlas
« on: March 29, 2014, 08:38:40 pm »
Well, thats a pro feature :) anything I can do with free version?

12
Support / Creating Texture2D from diced atlas
« on: March 29, 2014, 05:46:28 am »
Hello,

I need to get a single sprite from a collection and convert it to a Texture2D to post to facebook or twitter. My atlas is diced so I am not sure how to get it from the atlas.

Is there any way possible to get it from the mesh of the sprite or any export command to simply write the contents of the sprite into a Texture2D?

Thanks

Mitralone

13
Support / Re: List of images in a collection
« on: March 08, 2014, 07:16:59 am »
Worked like a charm. I had to manually select dependencies and export though because unity tries to export everything as a dependency.

Thanks

Mitralone

14
Support / List of images in a collection
« on: March 07, 2014, 05:00:35 am »
Hello there,

I am trying to recreate a scene in a new project and I need to move my sprite collection. Is it possible to get a list of images and their locations on disk for a sprite collection. I have many images with different folders and would hate to find and copy all images in a collection manually.

Also, I found something interesting. When I check the prefab generated for my sprite collection, I see that for every sprite I have previously deleted, there is an empty entry in the prefab. Is this OK? Can I have sprite editor remove these somehow? I do not know if it has any impact on performance etc. Also, I do not want to remove unused ones by hand.


Thanks

Mitralone

15
Support / Re: 1 "Actual" pixel off?
« on: March 04, 2014, 01:13:24 am »
I usually have this in Photoshop when the size of the image part I try to move is somehow not an exact number. When photoshop tries to move, if somehow it moves by half a pixel, the image will get a shady side and it is only fixed when you move to exact integer coordinate.

In Unity, probably same thing is happening. My suggestions

1- Make sure you move only to full integer values.
2- Also make sure your images in PS have square pixel ratio.

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