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Support / 2D Tool Kit Resolution Adjustment Capability
« Last post by kapopixel on July 12, 2018, 01:05:48 PM »
Hello everyone,

I am trying to figure out whether 2D Tool Kit would respond my needs if I buy it.

I want "Adobe Photoshop" level quality while reducing the sizes of images for display in three different resolutions for iphone (1920 x 1080), ipad (2048 x 1536) and iphone X (2436 x 1125) so I will avoid blury or pixelated sprites. If I had tried "pixel perfect" option, assets would have been looked in "Adobe Photoshop" level quality but would have been relatively small in iphoneX.

So, is it possible to scale down or up my sprites in different resolutions but still provide "Photoshop" level quality and avoid blury or pixelated sprites with 2D Tool Kit ? 

Thanks a lot !
Support / Re: texture loses a line pixel
« Last post by unikronsoftware on July 09, 2018, 09:56:57 PM »
What is +200? An image? post the image here if you can.
Support / Re: Issues with Unity 2018
« Last post by unikronsoftware on July 09, 2018, 09:56:20 PM »
Hi there,

Apologies for the late reply, I have not seen this issue at all.
Can you try to create a repro case for this?
The originals should never be included in a build. Do you ever reference them anywhere in your scenes?

You shouldn't need to delete the sprites.

I have been using 2Dtk for some years now and made 4 games with it, both mobile and windows standalone.

I noticed that in EVERY project, regardless of target platform, the sprite sheets AND the redundant original single sprite imports are always included in the build, which bloats up the asset size enormously.
I usually delete all the sprites from the asset folder, before compiling, but then of course get a batch of errors  - and need to reimport the whole folder once again, for every build iteration.

This cannot be how this is supposed to work.
I am clearly doing something wrong. Can someone please tell me which setting I have obviously overlooked !

much much appreciated!
Support / Auto Tiling for my game
« Last post by Dexer on July 08, 2018, 01:58:31 PM »

I would like to write an auto tiling sistem on top of tk2d for using in our game. I have used TilEd before to create tile maps and import it to tk2d but in our game we also rotate and flip tiles and TilEd does not support that.  Also while some tiles can be rotated and used as floor or wall or ceiling, some can be used only as floor or ceiling and some just as floor.

I am not very experienced in coding. Could anyone please give me an advice, how to update tilemap while painting? Is it possible?

I used search before and found some unikronsoftware replies related to Auto Tiling but could anyone be more specific and  Excuse my not native English.

we had a working autotile system at some point, but there are no plans on completing it at the moment. Its not polished enough for general release, and probably no longer works with the latest builds... You could build one on top of the system that exists currently. I can offer some advice if you want to code a solution.

The easiest way to do this is to manage this in the tilemap stage. You paint in the core tile. So... you if you have grass and mud, with all the possible corner pieces (13 if I remember correctly) - you only ever use the center piece. Your map should now look like its made of solid grass and solid mud.

Once this is done, you write a script to run through your tilemap, and based on the tile you are on, and the 8 adjacent tiles, you pick the appropriate transition tile and replace that tile. Because this is a one off process, you basically have a big lookup table that tells you the best tile to pick based on the surrounding tiles.

To reiterate - You use the existing tools to paint solid values in, and then write a custom script to convert the solid tiles to the edges, etc.

You can modify the tilemap quite easily - tilemap.SetTile(x, y, tileId);
Add-ons and Extensions / Re: Optional 3rd Party Support Strategies for tk2d
« Last post by BillBurning on July 02, 2018, 08:30:24 AM »
 pain to maintain as you will have to make sure your project wor
Releases / Re: 2D Toolkit 2.5.8
« Last post by BillBurning on July 02, 2018, 08:30:02 AM »
experimental support for polygon colliders in tilemap. In the tilemap edit page
Support / Re: texture loses a line pixel
« Last post by 408866955@qq.com on July 02, 2018, 02:12:50 AM »
any idea??
Support / Re: texture loses a line pixel
« Last post by 408866955@qq.com on June 29, 2018, 01:30:39 PM »
i saw the texture displayed in the material inspector also loses a row pixel.
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