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Messages - _joe_

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1
NGUI 3 Support / Re: NGUI Label Bottom to Top (Lines) printing
« on: March 05, 2014, 07:44:06 AM »
Thanks for the reply will dig into it.

I'm using it for a non traditional font based on symbols, no "conventions" here.

Cheers!

2
NGUI 3 Support / NGUI Label Bottom to Top (Lines) printing
« on: March 05, 2014, 06:10:18 AM »
Hello,
I've been trying to create my own variant of UILabel and NGUIText to fit my purpose with no success.

I've been trying to modify the text print functions in order to be able to have a label print from bottom to top(in terms of lines)

For example:

{
Some Text Fitting
In a Label Of a
Certain Width
}

would look like that

{
Certain Width
In a Label Of a
Some Text Fitting
}

Any support would be highly appreciated.

Best
Joe



3
NGUI 3 Support / Re: Scroll View - Momentum and Spring question
« on: December 03, 2012, 11:41:38 AM »
Well it's like the Iphone's Home page, or the Bad Piggies level selection, you have pages, each page has widgets inside of it, but my design is landscape, i believe that the user experience is nice and correct, it's just the springing that is off.

Anyways, thank you for your input, i will see what i can do.

Joe

4
NGUI 3 Support / Re: Scroll View - Momentum and Spring question
« on: December 03, 2012, 11:22:46 AM »
They are spread apart because in my project, they are containers for levels, so each container has 15 level buttons. and i want each container to be on a "page",
So each container is a gameobject with a UIGrid and UIPanel script on it, and each container contains 15 widgets (buttons) for each level.

I understand that i will have to work with it As Is?

5
NGUI 3 Support / Scroll View - Momentum and Spring question
« on: December 03, 2012, 09:15:48 AM »
Hello,
I'm currently implementing a Level selection Panel following Example 7, Scroll View (Panel).
My Elements are spread apart, and not as close as the example (0 , 1000, 2000,3000,...).
I also have Center on Items ticked, so it snaps to the "current" Element.
For it to function more naturally, i had to boost the Momentum up to 130, this works perfectly, but raised a small problem, when the panel moves to the second element, right before it ends (slows down), it "Snaps" into place, making it look as if the movement is not smooth at all, i looked everywhere in the code, tried to control the spring and the strength of it with no vain.
Having the Momentum at 35 (default) works good, but now i have to swipe the whole screen for the panel to move to the next elements (not such a natural feeling).

Here's a video i took of the problem i'm having, i used my phone to capture it, so the framerate drop is not showing the effect to its fullest, but the last 2 drags are clear, I added the video on my public dropbox:
https://dl.dropbox.com/u/7752980/ngui-Momentum.mp4

Any advice would be much appreciated.

Joe

6
NGUI 3 Support / Re: UIAtlas texture update improvement
« on: October 26, 2012, 02:27:36 AM »
I love the NGUI Atlas Maker, I've been using it all the time until it started cutting my sprites, let's say i have a 1000 x200 texture, all i get is 800x200 after baking the Atlas, this is why I'm using Texture Packer now, but again (referring to another thread), NGUI does not support rotated sprites and I'm not able to use the advanced algorithms that Texture Packer offer (MaxRects) that fits more sprites on 1 Atlas.

Any advice is appreciated

Joe

7
I would also like to see this feature, Texture packer has the MaxRects Algorithm which place 20% more sprites on the same Atlas, and having NGUI to support to orientation (+90 or -90 degrees) would be a very nice addition.

Best

8
NGUI 3 Support / Re: Add Widgets On Runtime that are complex GameObjects
« on: October 10, 2012, 03:48:45 AM »
I just logged in to say the exact same thing:
My draggable elements had panels on them, just had to remove them and everything is working great!

Joe

9
NGUI 3 Support / Re: Add Widgets On Runtime that are complex GameObjects
« on: October 08, 2012, 08:40:43 AM »
Actually, it's because im adding custom gameobjects that have widgets inside of them, and are not widgets themselves is what is causing the problem.
My panel shows 0 widgets, hence it can't clip what is inside of it.
I want my parent objects to hold multiple objects inside of them, and they don't have any ui widget script.
I for instance added a uisprite script on one of the objects, and the Panel immediately showed : Widgets : 1

Is there any workaround, to make the panel consider a uigrid as a widget? (since i have a panel, with 4 ui grid children, each grid has uigrids which include draggable buttons (like the draggable example).

10
NGUI 3 Support / Add Widgets On Runtime that are complex GameObjects
« on: October 08, 2012, 07:56:52 AM »
Hello,
I'm currently instantiating GameObjects (that include Buttons, Grids,...) on runtime using a database. and i'm placing them in a Panel following the Draggable panel example,
Now everything works perfectly, except that the panel has 0 widgets, that's not a problem, except for now, when i want to clip that specific panel,
Should i create a widget variable, add some ui script on my prefab, and use panel.AddWidget on every prefab i add (also knowing that the prefab is not specifically a widget).

Any advice would be greatly appreciated.

Joe

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