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Messages - amaranth

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NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: February 15, 2014, 05:00:45 PM »
Two more requests:

  • Raycasting: let user pick whether to use 2D or 3D raycasting (or maybe both?)
  • Atlasing: link atlas to folder, not specific items so we can update a folder instead of items in an atlas. If new item added to folder or modified, atlas updates... similar to what is now available for Unity Pro 2D

NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: January 13, 2014, 06:52:51 PM »
Unity 2D's atlassing system is completely useless in 4.3 as it's not available to be used properly by scripters.

Unity 4.5 is when it will finally be usable.

Fantastic! Even later is better than never.

NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: January 10, 2014, 05:57:08 PM »
I don't have time to check the eight pages of comments, but whether it has been mentioned or not, I would like to see a more intelligent text system that allows us to change font styles and colors for specific words, change the alignment of text per line, and most importantly, an easy way to embed images into our lines of text. Something similar to the HTML-style add-on system that someone created a while ago.

Another thing I would like to mention... Now that Unity 2D is here, I'd rather use the default 2D atlasing system that comes with Unity so that I don't have to use a different atlas for in-game sprites and UI sprites.

NGUI 3 Support / How to get screen position between two words in UILabel?
« on: December 31, 2013, 09:03:40 PM »
I'm trying to figure out how to build a string with images in it. I have everything working, except that I don't know how to get my image to show up in the right place.

The string: "Open your journal to see your quests."

The question: I need to insert an image between "your" and "journal". I believe I need to get the screen coordinates between these two words, but I'm not sure how to do this.

NGUI 3 Support / Alternative to panel to fade-out multiple widgets?
« on: August 25, 2013, 11:01:41 PM »
I have a drag panel with quests in it. Each quest has a bunch of widgets to represent different things (buttons, icons, text). When the player completes a quest, I want the quest to fade out before it is removed. I tried adding a panel for each quest, but when I did this, my quests wouldn't clip. Anyone have an idea for an easy way to fade out a group of widgets w/o using a panel?

NGUI 3 Support / Re: Localization: PlayerPrefs gets wrong language
« on: August 02, 2013, 12:37:39 PM »
Well, that was odd, I fixed the problem, but I think this might be a PlayerPrefs bug in Unity.

(1) I changed this line of code and ran the game. English showed up.
Old:  currentLanguage = PlayerPrefs.GetString("Language", startingLanguage);
New: currentLanguage = startingLanguage;

(2) I stopped the game and changed the code back to the original set up and ran the game again. English showed up instead of French. Problem solved.

NGUI 3 Support / Localization: PlayerPrefs gets wrong language
« on: August 02, 2013, 12:16:10 PM »
For some reason, my game always defaults to French, even though the starting language is English. It seems like the problem starts when I use this line:

currentLanguage = PlayerPrefs.GetString("Language", startingLanguage);

When I use this line, startingLanguage is "English" but the currentLanguage returned is "French". I also noticed that after I use this code, startingLanguage changes to "French". Any one know what's going on?

public class Localization : MonoBehaviour
  1.         void Awake ()
  2.         {
  3.                 if (mInstance == null)
  4.                 {
  5.                         ...
  7.                         print ("start language: " + startingLanguage);
  9.                         currentLanguage = PlayerPrefs.GetString("Language", startingLanguage);
  11.                         print ("start language: " + startingLanguage);
  12.                         print ("current language: " + currentLanguage);
  14.                         ...
  15.                 }
  16.         }

Print Results:
start language: English
start language: French
current language: French

Misc Archive / Re: Piracy vs Freemium. What's worse?
« on: June 10, 2013, 01:44:48 PM »
Freemium is as evil or as fair as you make it.

Evil Freemium = game that uses psychological principles designed to extort hundreds or thousands of dollars out of a core group of players who can't stop playing. There are a lot of companies using this technique on people who are prone to repetitive addictions that won't let them stop playing.

The style of freemium you are using doesn't appear to follow the "path of evil". In fact, I think your freemium strategy is better than forcing people to pay before they've had a chance to play.

How do you do this?

NGUI 3 Support / Re: BetterList error after upgrade on Sept 21
« on: October 01, 2012, 08:17:49 PM »
Never mind, it was an old sample I was working on. Totally forgot. I deleted it and everything works fine.

NGUI 3 Support / BetterList error after upgrade on Sept 21
« on: September 29, 2012, 11:14:55 PM »
Just updated to the latest version. After update, I got this error:

Assets/NGUI/Examples/Scripts/InventorySystem 2/Editor/ElementInspector.cs(185,54): error CS0029: Cannot implicitly convert type `BetterList<string>' to `System.Collections.Generic.List<string>'

Is there an easy fix?

NGUI 3 Support / Re: [Feature Request] UILabel
« on: September 14, 2012, 07:42:28 PM »
Would like to also make a suggestion.

Attach sliced sprite to label & this is used as the background. Would be great for auto-sizing.

NGUI 3 Support / Re: UIDraggablePanel > Can have panel w/in panel?
« on: September 13, 2012, 02:15:04 PM »
That's too bad. Yes, the reason I need a panel within a panel is because I'm using two atlases. One for GUI images and one for icons (there are hundreds in my game). I need to show the amount of an item above the icon. This forces me to use two panels. One for GUI under the icon, one for the GUI over it. The example doesn't look logical because I stripped down the structure to the bare minimum so that the problem would be easy to see.

NGUI 3 Support / UIDraggablePanel > Can have panel w/in panel?
« on: September 12, 2012, 07:10:28 PM »
Is it possible to put a panel under a panel that contains UIDraggablePanel script? When I do this, the contents of the child panel won't disappear when I scroll the menu.

Here's my setup in the Hierarchy Tab:

-Game Object A: UIPanel + UIDraggablePanel Script
---Game Object B: UIDrag Panel Contents
------Game Object C: Image
------Game Object D: UIPanel
----------Game Object E: Text

Here's the problem:
Game Object E does not hide when you move the panel up and down. If I move it directly under Game Object B, it hides like it should.

NGUI 3 Support / Re: NGUI Performance questions
« on: August 30, 2012, 03:22:10 PM »

How do you get your objects to align properly when you reposition them? I've managed to get a menu slot that scrolls out of view move to the end of my list, but the positioning is never quite right. If the player drags slowly, the slot goes into the correct position, but if the player drags quickly, it appears far down the list. Maybe UIGrid refresh is what I need? Not sure.

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