Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Matt-Cranktrain

Pages: [1]
1
Support / Re: Getting the True Lower Left of the Screen
« on: September 16, 2013, 01:07:02 pm »
Thank you, all sorted now.

2
Support / Getting the True Lower Left of the Screen
« on: September 16, 2013, 11:26:27 am »
Hi,

I'm using two tk2dCamera's, one for the game and one for the game's UI, and that was working nicely until I decided to test it out at different resolutions.

The following image illustrates my problem, I'm trying to align a tk2DSprite at coordinates 0,0:



At the native resolution of 1600x900, it's fine, aligned at the true lower left of the screen. When I change the resolution to a smaller 1024x576, however, it stays at the same point relative to the background tiles, and yet there's plenty more that gets displayed below. I don't mind if more of the game gets shown in the background, but I do need those UI elements aligned to the edges of the screen correctly.

Have I misunderstood some aspect of tk2dCamera or tk2dCameraAnchor? How can I reliably get the 0x0 co-ordinate of the lower left hand corner of the screen, regardless of the resolution?

3
Support / Re: GUI Elements with Two Cameras
« on: September 12, 2013, 09:27:04 am »
That works wonderfully, thank you.

4
Support / GUI Elements with Two Cameras
« on: September 11, 2013, 02:14:19 pm »
Hi, I've got a tk2dCamera for viewing game sprites, and I'm making use of ZoomFactor to zoom in and out. However, when I add a UI element, or a TK2dTextMesh they get scaled down as well.

I've seen the occasional reference to creating another camera to use simultaneously, just to view interface objects alone, but I haven't been able to work out the proper configuration.

Can someone please step me through how that works?

Pages: [1]