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Topics - bluelotus

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1
Support / BMFonts no longer working - exported from Glyph Designer -
« on: October 12, 2013, 05:31:11 am »
Hi all,

I have now been trying for several hours to get a font out of Glyph Designer and into Unity/tk2d.
I have exported a font from Glyph designer as, BMfont (txt) BMfont (xml) and BMfont (binary) -

In all cases the font file (.fnt) can be inserted into the tk2d font and an atlas generated using the png file.

However,
Using the fonts on a tk2dtextmesh does not seem to work>? (they do not appear) :(

I have an older font that I exported a long time ago and it is working - but the original .fnt file says, unix executable type (event though it is .fnt)
Could the 64 by 64 png be too small?
Really I can't see why this isn't working - everything looks right - but the text does not show up in the scene on the textmesh.

Any advice around this would be appreciated.

Regards,

Chris.

2
Support / Most efficient way to have large level -
« on: May 16, 2013, 10:16:03 am »
Hi Guys,

Loving the 2dtoolkit and developing.
Got a Question about the best way to do large levels.

For the background (grass),
Is it better to have 100 sprites(128 by 128) all lined up like tiles?
Or a single massive sprite( that repeats the texture? )
Or 10 large sprites that repeat the texture?

Also,
Is it worth checking the sprites and setting renderer.enabled = false for those that are off screen?

Would be great to get some ideas on this before I start coding/building.

Cheers,

Chris .



3
Subject line says it all.
Perhaps Unity is already doing this?

Or is it best to tell unity to not render all those sprites off the screen.

Ive run a test and I cannot see much difference..
anybody else been through this?

cheers,

Bl.

4
Support / Auto detect iphone version>?
« on: December 03, 2012, 07:18:20 am »
So I've noticed there is a platform setting in the sprite collections now with 1x, 2x, 4x.
I guess I am wondering how I can reference the one sprite collection/atlas but set this parameter to 1x if iphone 3g, 2x if 4.

Had a look online could not find info.

Is there code to detect iphone version and set sprite collection size multiplier? 

Also, multiplying the size of the sprite sheet will also multiply the positions(coordinates) of objects?

Keen to find out about this stuff.  ;)

Cheers,

BL.

5
Support / Text in a sprite collection not aligning correctly?
« on: October 22, 2012, 11:24:13 am »
Hi guys,

Trying to get an xml based font exported from glyph designer into 2dtoolkit and running as a sprite collection.. .
It is visible but I had to scale it up by a factor of 100 - the dimensions of the text mesh objects match what the letters should look like but the texture is not aligned and it looks like abstract art.

Any ideas where I am going wrong with this?

Thanks,

Blue L.

6
Support / Animation stuck on first frame - how to stop this??
« on: October 06, 2012, 11:55:45 am »
Hi Guys,

Just got the 2dtoolkit and its good. :D

However, I am new to unity coding and am having trouble making the animation play correctly.

The following confuses me.
It says that the CurrentClip name is "walkRight" -
If this is true it should not re-trigger the animation -
But it seems to be re-triggering the animation every frame anyway?

I must be missing something, (perhaps to do with the delgate, which I have bypassed)
Any advice would be appreciated -

Here is the snippet,

Debug.Log( "current anim " + anim.CurrentClip.name);
      if (anim.CurrentClip.name != "walkRight")  {
    anim.Play("walkRight");}


And here is the full code -

   void Update ()
   {
      
         Debug.Log( "PLaying" + anim.Playing);
      
      
      if ( Xdest > transform.position.x )
      {
         
            Debug.Log( "current anim " + anim.CurrentClip.name);
         if (anim.CurrentClip.name != "walkRight")  {
    anim.Play("walkRight");}
         
         //anim.Play("walkRight");
         //anim.animationCompleteDelegate = null;
         transform.Translate(new Vector3(1,0,0));
         walkingRight = true;
      
         
      }
      
      else if ( Xdest < transform.position.x)
      {   
         if (anim.CurrentClip.name != "walkLeft")  {
    anim.Play("walkLeft");}
         
         
         //anim.Play("walkLeft");
         //anim.animationCompleteDelegate = null;
         transform.Translate(new Vector3(-1,0,0));
         walkingLeft = true;
         Debug.Log( "current anim " + anim.CurrentClip.name);
      }
      
      else
      {
         anim.Play("idle");
         anim.animationCompleteDelegate = null;
      }
   }
}
   
Thanks,

BLueLotus.

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