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1
Hi! thanks for the answer.
Actually my first problem was that for an unknown reason Cltr+D was blocked with 2dtk collections :-(
Finally it came back and with a few amount of manual work i could get a alternative version of my sprite collection in deleting references (it was a first step) but as you said it doesn't work with animations indeed.
If i  want to do the same with an animation collection, not only each sprite must be exchange one by one but also after commiting the collection doesn't appear in the animator list :-(
Even If it is not possible to work with an unique collection may be  you have cool pointers to help me, i'm always interested :-)

About Data driven collection, this technique is very interesting but i think i will use this option maybe for some more smallest things than the main character because he hold a lot of animamtions, and also enter manually all parameters like all collisions, changing according the sprite shape, may be laborious and complicated.  as i said in an another topic (may be...)
i'm very beginner, my game is a little bit a gas factory and each modification still cause collataral unexpected effects :-p i keep the technique for the next one which should be better and better done :-p thanks
2
Support / Re: How to coordinate animations
« Last post by unikronsoftware on August 14, 2017, 06:59:54 PM »
My preferred solution would be to create and maintain the animations in code.
(http://2dtoolkit.com/doc/2.4/advanced/data_driven.html)

That way you can simply create animations for all the permutations as needed and maintain them much more easily (in my opinion) than in an editor.
3
Support / Re: [Solved] Sprites turn into little rainbow rectangular
« Last post by unikronsoftware on August 14, 2017, 06:49:21 PM »
Just to clarify what is going on -

Sprite ids are never deleted but they are reused. Until they are a small grid texture is used to identify it as a broken sprite collection - if a sprite still uses the id it appears as the grid texture to be obvious it needs to be fixed.
4
Hi there,

There really isn't a way to do this automatically - its easy enough to write a script for though. Let me know if you wants some pointers for this. Alternatively, you can simply generate all your animation collections in code. There is an unsupported data driven sprite collections sample here (http://2dtoolkit.com/forum/index.php/topic,4546.0.html) that lets you do just that with a simple script.
5
Support / Solved
« Last post by duketogo on August 13, 2017, 02:19:31 PM »
It did happen because of blank blocks of the original image file.

I deleted black blocks but sprite ID still existed.
6
Support / How to coordinate animations
« Last post by ShabihK on August 12, 2017, 11:56:01 AM »
Hi!

I have a little problem that I don't know how to solve. I'm creating a caracther that use multiple weapons but the movement is always the same. The problem is that every weapon have diferent animations, for example the first or last frame can be longer. I would like to sincronize the frames of the character with the frames of the weapons. How can I do it?

Thank you.
7
Support / [Solved] Sprites turn into little rainbow rectangular
« Last post by duketogo on August 11, 2017, 11:03:50 AM »
tk2d ver : 2.5.8.5
Unity ver : 2017 1.0f3

I'm making a prototype with tk2d.

I made 5 tk2dbuttons. The sprites in those are supposed to be changed with clicks.

But with about 2% of possibility, sprites turn into rainbow.

It doesn't happen everytime and I checked all sprites in SpriteCollection. Checked called sprite number from Debug.

SpriteCollection has no vacancy between any numbers.

So called number had the sprite but it didn't displayed.

(ADDED 12 AUG)

I tested it in Older Unity 5.6.0f3, 2D Toolkit 2.5.7

The same symptom occurs.
8
Releases / 2D Toolkit 2.5.8.5
« Last post by unikronsoftware on August 05, 2017, 09:00:14 PM »
Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://2dtoolkit.com/docs/2.4/migration_guide.html

Documentation available at:
http://2dtoolkit.com/docs/2.5


Be sure to run "Setup for JavaScript" after importing if you're using JavaScript/UnityScript or Boo.

What's new
  • Fixed sprite picker in Unity 2017
  • Added shader define to stop auto upgrade in > 5.6
  • More Unity 2017.1f3 compatibility fixes
  • Fixed up Unity 2017.1f3 warnings
  • Exported in Unity 5.4. Previous versions of Unity are no longer supported
  • Removed tk2dSkin.dll dependency. Dll has been emptied out for backwards compatibility
  • Lots of bug fixes and improvements
  • Added experimental support for polygon colliders in tilemap. In the tilemap edit page, Edit > Settings > Tile Properties > Use 2D Polygon Colliders to turn this mode on.

Bug fixes and improvements
  • Fixed tilemap prefab instantiation bug
  • Fixed tk2dCamera rotation issue, added support for WSA
  • Fixed issue with some inspectors not saving changes correctly in Unity 5.3+
  • Inertial scrolling fix for scrollable area
  • Removed platform specific functionality for WebPlayer, WP8 and Flash
  • Fixed negative box collider warning
  • Fixed input field string doubling up on Android
  • Rudimentary physics stripping to remove dependencies to 2D and/or 3D physics
  • Fixed deprecation warnings for Unity 5.4 and 5.5
  • Fixed texel size when atlas texture is globally scaled 0.5x or 0.25x
  • Editor collider rebuilder script - Don't rebuild when sprites have "user defined" colliders set
  • Texture importer supports "Sprite" textures as input in Unity 5.5
9
Releases / Re: 2D Toolkit 2.5.8.4
« Last post by jmenossi on August 04, 2017, 06:08:31 PM »
Thanks!  :D
10
Releases / 2D Toolkit 2.5.8.4
« Last post by unikronsoftware on August 04, 2017, 02:35:00 PM »
Please read the migration guide before updating. 2D Toolkit 2.x is not API compatible with 1.x.
http://2dtoolkit.com/docs/2.4/migration_guide.html

Documentation available at:
http://2dtoolkit.com/docs/2.5


Be sure to run "Setup for JavaScript" after importing if you're using JavaScript/UnityScript or Boo.

What's new
  • Added shader define to stop auto upgrade in > 5.6
  • More Unity 2017.1f3 compatibility fixes
  • Fixed up Unity 2017.1f3 warnings
  • Exported in Unity 5.4. Previous versions of Unity are no longer supported
  • Removed tk2dSkin.dll dependency. Dll has been emptied out for backwards compatibility
  • Lots of bug fixes and improvements
  • Added experimental support for polygon colliders in tilemap. In the tilemap edit page, Edit > Settings > Tile Properties > Use 2D Polygon Colliders to turn this mode on.

Bug fixes and improvements
  • Fixed tilemap prefab instantiation bug
  • Fixed tk2dCamera rotation issue, added support for WSA
  • Fixed issue with some inspectors not saving changes correctly in Unity 5.3+
  • Inertial scrolling fix for scrollable area
  • Removed platform specific functionality for WebPlayer, WP8 and Flash
  • Fixed negative box collider warning
  • Fixed input field string doubling up on Android
  • Rudimentary physics stripping to remove dependencies to 2D and/or 3D physics
  • Fixed deprecation warnings for Unity 5.4 and 5.5
  • Fixed texel size when atlas texture is globally scaled 0.5x or 0.25x
  • Editor collider rebuilder script - Don't rebuild when sprites have "user defined" colliders set
  • Texture importer supports "Sprite" textures as input in Unity 5.5
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