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Messages - TinSleeves

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1
Support / Re: Animation Issue after upgrade to 2.0
« on: July 11, 2013, 05:30:43 pm »
Awesome thanks, I missed that

2
Support / Animation Issue after upgrade to 2.0
« on: July 11, 2013, 05:04:42 pm »
I just updated to 2.0 I get one error (pretty good going)

Basically in my game the player can mutate into different characters so I was just switching out my animated sprite using the following code
Code: [Select]
playerSprite.anim = (tk2dSpriteAnimation)Resources.Load ("player2Anim", typeof(tk2dSpriteAnimation));


but now i get the following error
Quote
Assets/Scripts/playerNEW.cs(194,30): error CS0122: `tk2dAnimatedSprite.anim' is inaccessible due to its protection level

Is there a way round this?

3
Support / Creating fonts with BMFont
« on: May 19, 2013, 02:34:21 pm »
I'm trying to get fonts working using BMFont and following the Preparing a Font doc, however I'm having a few problems.

What files do you need to come out of BMFont?
When I export I only get a .fnt, I selected PNG in the export options but still only get a .fnt. Any ideas what I'm missing?

4
Support / Re: Empty Tile (tilemap)
« on: April 17, 2013, 10:23:37 am »
Awesome, thanks for the reply
I didn't know about ctrl+click, that solved my problem (and given me a spare tile in my tile map ;))

5
Support / Empty Tile (tilemap)
« on: April 15, 2013, 05:52:19 pm »
Hi,
I have blank tiles in my tilemap, however I seem to have a small square appear in these tiles even though there definitely is nothing in the texture.



These squares don't appear when you first set up a tilemap with the default blank tile, its only when using my blank tile.
Any idea what's causing this and is there a way to just add a blank tile without having one in the texture?

6
Support / Re: 2D Toolkit 2.0 Backwards Compatibilty
« on: March 26, 2013, 09:09:55 am »
Any idea when your planning on releasing 2.0? Can't wait to give it a go  :)

7
Support / Re: Animation Library Problem
« on: March 22, 2013, 10:00:59 am »
OK so I just had another look at this and I found out what the problem was.

It looks like the data Object field in the settings was pointing to the wrong thing, for some reason it was pointing to a duplicate data object called Player1 instead of Player. I've never purposefully created a duplicate data object so I'm not sure if it was something I did accidentally a while ago or something went wrong somewhere  :o

Sorry to waste your time Unikron

8
Support / Re: Animation Library Problem
« on: March 22, 2013, 09:32:30 am »
No I can't create sprites in scene, it does the same thing with this collection.
I have about 5 other collections and they seem to be fine

9
Support / Animation Library Problem
« on: March 21, 2013, 10:09:43 am »
I'm putting together an animation but when I open the sprite animator window and and go to select a collection for some reason it just shows the sprite sheet rather than the individual sprites, any idea why this is happening?



Also I tried to get round this by just duplicating and editing one of my existing animations which worked, but the new sprite animation isn't in the Anim Lib drop down menu

Edit:
I do also have an Error message that says IndexOutOfRangExpection: Array index is out of range
I'm not sure if that's related

10
Support / Re: HOTween fade
« on: January 06, 2013, 04:15:53 pm »
This is perfect thanks for the help!
Yeah I don't have a clue about .NET but using and modifying these examples I was able to get exactly what I wanted

11
Support / HOTween fade
« on: January 06, 2013, 12:34:27 am »
I'm just trying to make a sprite fade out and I read that using HOTween is recommended, but I can't seem to get it to work on a tk2d sprite. Does anyone have an example bit of code for something like that?

I've looked at this thread http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,542.msg2555.html#msg2555 and for some reason I still can't seem to get my head round it!

Thanks

12
Support / Re: Collision Problem
« on: December 29, 2012, 06:43:09 pm »
Just sent you over an e-mail
Thanks! ;D

13
Support / Re: Collision Problem
« on: December 29, 2012, 12:32:29 am »
I have another collision problem, so I thought I'd add to this thread rather than start a new one. This time it has to do with tile maps and specifically where the chunks meet.

In my game the player can jump (who'd have thought it) however when the player is over the seam between chunks the jump power is a lot less and the player only jumps slightly off the ground. The image below should show what I mean:



My jump code is pretty basic so I don't think that's the issue

Code: [Select]
if(Input.GetButtonDown("Jump") && touchingPlatform)
{
jumping = true;
Jump();
}
void Jump()
    {
rigidbody.velocity = new Vector3(0, 0, 0);
        rigidbody.AddForce(new Vector3(0, jumpPower, 0), ForceMode.Force);       
    }

Any ideas whats causing this problem and if there is a work around?

Thanks!

14
Support / Re: Collision Problem
« on: December 22, 2012, 01:03:05 pm »
Thanks for the quick reply Unikron, you rule!

I changed the 'min penetration for renal' field to 0.001 which solved the problem.

I followed the 'Creating A Sprite In The Editor' tutorial and set the ortho camera size to 1.0. Will having sprites this small cause problems later? Either with collision, crispness of the visuals or anything else?

Also another quick question about that tutorial (there's always more questions :-[) it mentions setting the target resolution 960x640 where about do i do this? is it in the player options?

15
Support / Collision Problem
« on: December 21, 2012, 11:39:08 pm »
Hi Guys,
I'm having a slight problem with collision, for some reason my player sprite doesn't seem to collide with my tilemap where it should. Take a look at the attached image to see what I mean.



Any idea why this would be happening? I'm using a standard orthographic camera

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