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Messages - lazypeon

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1
Oh, great, good to know!  I've been recreating my Game Objects when this happened before.

Your support continues to be absolutely amazing -- GREATLY appreciated!

2
Either a bug, or I'm missing something... not sure.

Compare the following cases:
1. In Hierarchy, create >  tk2d > Slice Sprite (this works fine)

2. Take an existing Game Object.  Component > 2D Toolkit > Sprite > tk2dslicesprite.

In case #2, checking the 'box collider' option creates a box collider of 0 size (as opposed to case #1, where the box collider is synced with the size of the sliced sprite).  Additionally, the 'anchor' dropdown is missing in case #2.

Has anyone observed this before? 

3
Support / Re: Before I purchase I have a few questions
« on: May 06, 2013, 11:42:59 pm »
I use C#, but a lot of people like Javascript as well.  Wasn't aware you could use Java(?) (do you mean Javascript?)

4
Support / Re: Before I purchase I have a few questions
« on: May 06, 2013, 10:08:01 pm »
Yes, you definitely can.  2D Toolkit helps improve the 2D 'workflow', and provides some specialized components that make it easy to get to get sprites into your game and into your scene.  It's good at managing sprites, putting together animations, etc...  2D Toolkit doesn't care if your game is side-scrolling, top-down, or whatever. 

That said, the hard part is still going to be scripting and the Unity environment itself.  You need to have a solid grasp of Unity and scripting in general, to get a lot of value out of 2D Toolkit.  If you fully understand Prefabs, components, GameObjects, transforms and how to code, you'll have a great time.  If not, 2D Toolkit won't be of much help.

That said, I don't think I could do 2D in Unity at all, without 2D Toolkit (or a competing 2D package).

5
Support / Re: Making Sprites with 2dtk
« on: May 05, 2013, 09:10:07 pm »
The way I see 2D Toolkit is that it streamlines the 2D workflow for Unity.  Unity is primarily for building 3D games, and the out-of-the-box experience for 2D games is not very good. 

2D Toolkit adds:
  • UI elements (as of recently) -- super useful!
    Specially configured cameras for 2D
    Automatic building of sprite atlases
    Animation builder (given a set of frames, you can easily build animations from them)

... and a lot more.  I'd still be stuck in Unity 3D if it weren't for 2D Toolkit.

All of the sprite editor suggestions are good, and I'll suggest PyxelEdit as well.

6
Doh!  Completely missed the anchor point attribute on the Sliced Sprite; I assumed it would take the anchor point of the sprite collection.  Works as expected now.

Many thanks for the quick response, I appreciate it!

7
Just curious if there is an easy way to fix this issue.  Applying a UIScaleButton to a sprite and clicking it in the Game View properly scales the button as you'd expect (from the center, assuming your anchor point for the sprite is set up for the center).

When applying a UIScaleButton to a SlicedSprite, the anchor appears to always be in the lower left, not in middle.

Is it possible to easily correct this?  I've seen similar questions asked, and it was suggested that the user create a parent GameObject and scale that.  I can definitely do that, but was wondering if there was a 'simpler' solution and/or if this behavior is intentional.

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