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Messages - Fbary

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1
NGUI 3 Support / Re: Strange lines on UILabel texts
« on: July 29, 2014, 03:41:45 AM »
Thank you very much. It worked.

However I had to add the border three times to completely get rid of this problem.
Doing this way the last row of the font moved in a new line increasing the size of the font image from 1024x1024 to 1024x2048. It's not a great deal now but the font is getting much more space (which is wasted because it's empty, there is just this row and a lot of blank space). In the future this wasted space may cost me.

Is there any other way to prevent the problem? Like changing the texture filter somehow?

2
NGUI 3 Support / Strange lines on UILabel texts
« on: July 28, 2014, 04:54:51 AM »
Hello,
I'm facing a problem with the UILabels. With some sizes the text drawn have some strange lines. Changing the size of the text sometimes makes them disappear but it's random and when the text is set to resize this strange behaviour appear randomly.
Look at the image I attached: the first one have a size of 77 and there are lines around the "C", "O" and "M" letters on the second word.
If I resize up to 93 I don't have these lines anymore.

Any clues of what it can be?

3
Misc Archive / Made With Ngui: Porogi
« on: December 10, 2013, 06:29:47 AM »
Hi! I just want to share with you my game and thank Ngui for let me work quickly! It's a simple arcade game with 8 bit artistic style. Good for a break while on bus =)

Great Tool Ngui! Continue like this!


I'll drop the links to AppStore & Google Play (for Android there's a free version too)

iPhone: https://itunes.apple.com/us/app/porogi/id764642929?l=it&ls=1&mt=8

Android: https://play.google.com/store/apps/details?id=com.FMProjects.Porogi

4
NGUI 3 Support / Re: Multi atlases on Mobile app
« on: May 07, 2013, 11:28:11 AM »
I solved. It was my fault on initalizing a prefab (wich was forced to Z=0).
For everyone who want, or have to, work like this I can say that it works perfectly. Obviusly if possibile it's better to use a unique atlas =P


ps: I don't understand yet why on Editor everything wag going well.. :/

5
NGUI 3 Support / [Solved] Multi atlases on Mobile app
« on: May 07, 2013, 11:14:34 AM »
I tried to use the Search tool but I dind't find anything that could help me, so I'm asking it with a new topic..

I'm working on a mobile project on wich I've to use more than one atlas. I've divided the main atlas (with gui and fonts) and the other ones (mainly with character sprites and effects). I know i can't use the "Depth" tool on sliced sprites if I use more atlases togheter, so I decided to simply use world coord as depth (Z). I tought that the z-axis depth would "overwrite" the Ngui Depth, and working with it I could have more "layers" just putting something back or in front of something else. So I worked like this, and everything was going great unitl...I exported for Android. In the mobile version seems that it doesn't see the layers and the z-depth, confusing all the orders...

Why on Editor everything works fine but in mobile version everything got wrong? :/

Sorry for my english, and thank you in advice for your help! =)

6
NGUI 3 Support / Re: UIInput Keyboard Android
« on: December 19, 2012, 11:58:31 AM »
Thank you, I'll find a way to resolve it =)

7
NGUI 3 Support / UIInput Keyboard Android
« on: December 19, 2012, 11:19:12 AM »
I tried to use the search tool, but i dind't find what I needed, so I opened this thread.

I use an UIInput on my mobile device, and it works perfectly, I just want to know where exactly ngui script tells to the Adnroid keyboard what to do when showed. In my case when I touch the input label the keyboard popup and "scale" all the scene and the panel. When the keyboard is showed it uses about half screen, so the application want to show me all the scene in the other half screen, scaling it. I'd Just want to show the keyboard over my panel, covering it, i don't care. I created a background wich fits exactly with the screen proportions and when it shows the keyboard, all the background is scaled, so i can see the "scene background", and i don't want it :/

Thank you in advance for your answers =)


8
NGUI 3 Support / Re: BUG: UIPopupList doesn't show lists with one item
« on: December 09, 2012, 11:39:55 AM »
Great! (as ever) =P

9
NGUI 3 Support / Re: BUG: UIPopupList doesn't show lists with one item
« on: December 09, 2012, 09:59:59 AM »
UP for this post, same problem here. If UIPopUpList has just 1 item in its list, he doesn't show it. Also it's not selected when the main button "popup menu" is clicked. So if you have just 1 item it can be clicked in any way. =(

10
NGUI 3 Support / Re: change Sprite in UISlicedSprite
« on: July 06, 2012, 11:20:24 AM »
Ok, I solved using the string name as you said. Maybe is a little cleaner too. I just have to do some changes in my project, but np =P

Thank you for your answers, quick as ever =)

11
NGUI 3 Support / Re: change Sprite in UISlicedSprite
« on: July 06, 2012, 10:46:15 AM »
Ok, here's my situation:

I have a for loop, I use it to create a selected number of buttons (wich are prefabs instantiated). I set al the parameters in them, and, last thing, I have to set the background's sprite for each one (always inside the loop). So i want to assign to every button created a sprite inside the spritelist of the Atlas in use.

Example:

I know my first 5 buttons must have the first 5 sprites in the altas. So i want to assign button's background -> atlas.spritelist. But it seems to not work. I need to know the order, because i can't assign the sprite using the string's name, it would be too heavy.

Why can't I use the index in the atlas.spritelist[index] as a normal list? Wich order does it use to create the atlas? alphabetic order, First-In order, or just random one?
I used:

  1. button.transform.GetChild(0).GetComponent<UISlicedSprite>().spriteName = atlasTableObjects.spriteList[i].name;

It works, well it changes the sprite, but i need to know the index wich I'm using in that phase of the loop.

12
NGUI 3 Support / Re: Need help for 2 camera and 2 GUI
« on: July 06, 2012, 08:11:26 AM »
What you mean with "completely different"? Are these 2 GUIs 2D with same atlases? You can use just 1 ortographic camera, with multiple anchors. You can have a static menu somewhere in your screen space, and some draggable windows, all using just different anchors. O.o

However let's see what Aren has to say =P


13
NGUI 3 Support / Re: change Sprite in UISlicedSprite
« on: July 06, 2012, 06:05:49 AM »
A little more question..

atlas.spritelist[0] isnt' my first sprite. How can i know the order it considers to create this list? I need to move in that list using the index, but i need to know the order it creates.

When i select a sprite to use clicking on "Sprite" in the ispector, they are all in alphabetic order. Evidently it's not the real order in the list. O.o

14
NGUI 3 Support / Re: change Sprite in UISlicedSprite
« on: July 06, 2012, 05:22:25 AM »
I can assign the current sprite in use just using the string name? mh mh... I've to change a couple of things..

Thank you =)

15
NGUI 3 Support / change Sprite in UISlicedSprite
« on: July 05, 2012, 04:43:11 AM »
Before posting I searched in the forum, but I dind't find an answer to my question, so I'm asking it here =P

A have a button prefab. I instantiate that prefab, and its background has a UISLicedSprite script on it. I use a manager to instantiate that, and to assign the right atlas to use.
So I reach the gameobject ->
  1. Button.transform.GetChild(0).GetComponent<UISlicedSprite>().atlas
Now, after that, I've to assign the right current sprite wich is in the atlas.spritelist. I tried like this:

  1. Button.transform.GetChild(0).GetComponent<UISlicedSprite>().sprite = myaltas.spritelist[i]  //(this is in a for loop)

But all the button instantiated have all the same sprite (spritelist[0] i think). How can i change that sprite after instantiation?
UISlicedsprite.sprite can change the sprite, or can only be read?



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