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Messages - ProjectOne

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1
Support / Re: tk2dCamera and background sprite szie problem
« on: December 16, 2012, 07:02:37 pm »
oh! Silly me... did tick the Use tk2dCamera for the background but forgot to tick it for the other sprite.
Ops!
Thanks

2
Support / Re: tk2dCamera and background sprite szie problem
« on: December 16, 2012, 12:30:27 pm »
OK, got it to centre eventually, thanks.

Is this normal?:
I added a player sprite, rough test transparent png, just a test sprite that is not animated, size is 220x152.
Created the Sprite Collection, added this test sprite, commit... then added Sprite to Hierarchy..

It shows up but invisible to camera because is super tiny.
I have the same background in photoshop and in photoshop this test sprite is proportioned to the background. To have the same proportion of the sprite in-game I have to scale the sprite by 200 on X and Y.

Is the need of scaling up expected due to pixel perfect tk2dCamera.... or you think it should have been fine and I may be doing something wrong?

Thanks

3
Support / Re: Confusing documentation/videos
« on: December 16, 2012, 10:53:16 am »
Yes I understand is hard to do both at the same time, not enough hours in one day :)

I registered on the forum for the Private Forum, see if you can approve it when you get 5 min
Thanks

4
Support / Re: tk2dCamera and background sprite szie problem
« on: December 16, 2012, 10:51:51 am »
ok thanks will try again following your instructions
Thanks!

5
Support / Confusing documentation/videos
« on: December 15, 2012, 07:25:03 pm »
Hi,
i am finding it confusing trying to learn from documentation and youtube videos as some of the documentation and video content does not match the current state of the toolkit in terms of setting-data where is in the panels etc...

For example I was looking at the pixel perfect video and when you grab the city-line sprite there is a Make Pixel Perfect button but I don't have that button.etc...
I added the pixel perfect help script to the camera but that's it. Also this may be outdated compared to the tk2dcamera? Well dCamera is not persepctive of course.

Could you please make a quick video of starting a new project, and setting things up so that the project uses settings to deal automatically with different iOS resolutions...
add a background, a couple of scrolling parallax layers... a simple player-flying-sprite... some rough enemy sprites and get the thing scrolling

A simple 2D project video would be very beneficial (on top of the current documentation which deals with separate individual topics.) because right now documentation is bitty there is no start to end workflow in it, too much guesswork

Or am i totally wrong?
 

6
Support / tk2dCamera and background sprite szie problem
« on: December 15, 2012, 05:10:55 pm »
  :-[
Hi,
This is my first attempt at 2DToolkit but I did go through the brief documentation... so I decided to use the tk2dCamera with the goal of simplifying deployment to different iOS screen resolutions.

This is what I did/got so far, I must be doing something wrong.

1) Imported 2DToolkit on a brand new project
2) Deleted demo folder as I forgot to untick it before importing
3) Created a tk2dCamera with the following settings
- In the tk2dCamera Inspector
--- Camera panel: I didn't change default settings which have Orthographic and Size 480 (unless it changed to 480 after I set the Resolution override
--- tc 2d Camera (Script) section of the same panel:
------------- Resoluiton overrides is TICKED 
------------- Native Resolution I set to : Width 960 and Height 640 (I want to work a 2x iPhone 5 resolution with my main background sprite being 960x640
------------- Overrides set to: Widlcard Override, Width-1 and Height-1   Also: AutoScale:Fit Visible and FitMode:Center. This is because what I understtod from the documentation is  that using these Widlcard Override settings tk2dToolkit will automatically try to fit the 960x480 screen size on to other screen resolutions

Camera Resolution seciton of same panel:
--- Force Editor Resolution is TICKED
--- Preset iPhone 5 which gives of course a 1136x640 wide setting (then I went to the Unity GAME window and iPhone 5 Wide (16:9) 1136x640 (this should match the settings and show things properly)

Then I created a new Sprite Collection and added just one image which is my background image for the game. In the Sprite Collection Settings I have
- Use tk2dCamera TICKED (DO I NEED TO SET ADD PLATFORM SUPPORT AT THIS STAGE?)

I created a Sprite in the Hierarchy which defaulted to my only sprite collection and background sprite
- Position and Scale both set to 0,0,0 by default
- Scale to 1,1,1 by default

PROBLEM:
in the Scene view whcn I select the tk2dCamera I can see my backround image centered in the Scene screen and it also appear centered in the CAMER PREVIEW although here the background image does not cover the whole Camera Preview, there is plenty of empty blu camera border. Problem, the tk2dCamera Preview only shows my Background Image in the left bottom quarter of the screen... Same in the actual Game window

Of course I have done something wrong int he settings

The BackgroundSpriteCollection prefab created by the Sprite Collection (same folder with atlas0, atlas0 material) shows these settings among others
- Sprite Definitions -> Size 1
- Textures.... -> Inv Ortho Size 1
- Textures.... -> Half Target Height 320

What was I supposed to do differently so that I can use  960x480 background and overall game scene size with all scene elements to show correctly centered in the game screen?

Sorry for the long post, but I guess without mentioning the settings above you won't be able to see what I ddi wrong :)

Thanks!




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