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Messages - imnickb

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1
Support / Re: Missing Apply Button when Slicing Sprite Sheets?
« on: April 04, 2013, 12:35:58 am »
It's a PSD file that's 2048 pixels wide x 117 pixels.

Here were the settings:
Tile Width 8
Tile Height 121
Tile Margin X -15
Tile Margin Y -4
Tile Spacing X 120
Tile Spacing Y 0

I think maybe the problem is that I thought the red overlay at the left of the grid represented the left margin, hence the negative margin values I entered, which is probably what was causing the issues.

2
Support / Re: Missing Apply Button when Slicing Sprite Sheets?
« on: April 04, 2013, 12:12:55 am »
That's correct. I followed those steps and there was no Apply button. I'm using Unity 4.1.0f4 and 2DToolKit 1.92. You can see that there's no Apply button in the attached screenshot. I was setting up the margins to get the grid looking correct and once it looked good, I still saw now Apply button. I kept adjusting and adjusting and eventually after zeroing everything out and starting over, the apply button appeared. Perhaps my grid settings weren't acceptable for some reason and the apply button was missing as a result? I'm still having hit and miss issues with the apply button not being there but eventually it shows up.

3
Support / Missing Apply Button when Slicing Sprite Sheets?
« on: April 03, 2013, 05:19:42 pm »
I'm following the documentation on how to slice a sprite sheet and after I got the grid adjusted, I don't see the apply button anywhere. I'm sure it's something stupid, like I didn't set up the window right or something. I created the sprite collection in the project view, clicked open editor and then drug a project view pane into the window so I could see the sprite sheet to drag it into the sprite collection. I followed the directions correctly (I think!) but I don't see the apply button anywhere... What am I missing? I attached a screenshot if that helps.

4
Support / Re: Version Control Issue
« on: April 03, 2013, 05:10:20 am »
Thanks for the response. I figured out the issue. It seems that when I added the 2DToolKit to Subversion I must have left out a couple of files somehow and that was causing the issue. Incredibly stupid, I know. Either way, it's fixed. Thanks for the help!

5
Support / Version Control Issue
« on: April 02, 2013, 02:56:39 am »
Hi, I've made a habit of checking my projects into subversion as I'm working even though I'm the only one touching stuff. It's saved me a few times. I also need to get my project from my mac to my pc at some point to be able to build for different platforms. I pulled down my project today to a different directory on the same computer to make sure my repository was mirroring my local build properly. When I pulled it down and tried to open a scene I got all sorts of 2D Toolkit errors. In my efforts to debug this problems, I tried selecting Rebuild Index and I realized that the only thing I have in the 2D ToolKit menu is "Setup for JavaScript." Is there something I need to do to get my build pulled from Subversion to work properly without errors? It looks like it's not seeing all of the 2DToolKit. I though maybe it had something to do with licenses or something but I'm on the same machine with the same version of Unity signed in with the same user name and everything. What am I missing?

Thanks!

6
Support / Re: 2DToolKit with JavaScript - More Questions
« on: March 25, 2013, 03:20:34 pm »
This is a huge help, thank you so much. This is exactly what I was looking for! This is the part I was stuck on:

Code: [Select]
private var textMesh : tk2dTextMesh;
textMesh = GetComponent(tk2dTextMesh);

Thanks again! Do you know what parts may not be transferable to JS? I'm just curious so I can look out for that if I run into a problem. Although, I doubt I'll ever run into that issue. Thanks!

7
Support / 2DToolKit with JavaScript - More Questions
« on: March 25, 2013, 04:16:11 am »
First off, I've read the top thread in the FAQ about "How do I access 2D Toolkit from JavaScript" I followed the instructions for the latest version and clicked "Set Up For JavaScript" and I can honestly say I have no idea what it did...

My situation is that I have a game I've been working on that's completely in JavaScript. I'd like to use the 2DToolKit for text. I've read through all of the tutorials and they were extremely helpful, but since I'm pretty much a beginner at this, I still have many questions...

1-Is it possible to do 2DToolKit scripting in JavaScript, or do I have to make C# scripts and then try to access those scripts from my other JavaScripts?
2-Whichever way it is that I have to work, how do I do it? Are there any examples anywhere of this stuff?

For example, I have a HeroController JavaScript and it increments a coinCount variable in it when the hero collides with coins. I want to display the coinCount variable using 2dToolKit. For the life of me, I can't get this to work at all. I can display the coinCount using OnGui in another JavaScript by making it a static variable and accessing it using HeroController.coinCount. I've also gone through the TextMesh scripting tutorial and I can get the score to update when I press the Q button. However, I have NO IDEA how to go about getting my existing Hero script to work with the 2DToolKit.

I'm sorry if this is simple to most of you, but I'm fairly inexperienced with a lot of this and I finally decided to break down and ask. I can post my HeroController JavaScript and the TextMesh scripting tutorial script if that helps.

Thanks so much!

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