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Messages - badawe

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31
Congratulations! This new version looks amazing! And the integration with the native sprite is a awesome news!

Right now, I'm trying to use a UI2DSprite animated using AnimationController and Native animation, but not looks like possible, I write a mirror class to set the UI2DSprite the same value as Sprite Renderer too, but don't work ether, do you have any idea if that wold be accomplished?

32
NGUI 3 Support / Localization with dynamic numbers
« on: December 05, 2013, 11:19:04 AM »
Hey guys, just to help anyone out there with the same thing;

We have some things in our game, like a button to with the label "Hire for $10" but this needs to be localized, and I started using replace, but now we've come with a better way, just add this new method to Localization.cs

  1.     static public string Localize(string key, params object[] pValue)
  2.     {
  3.         string tString = Localize(key);
  4.         tString = string.Format(tString, pValue);
  5.         return tString;
  6.     }
  7.  

And in our language.txt use like that:
  1. hire_btn = Hire for {0}
  2.  


and in your code you can just pass, many parameters as you want, like these:
  1. hireLabel.text = Localization.Localize("hire_btn", tLevelPrice);
  2.  

Help us here! I hope can help any other! Maybe Aren can put this by default on the Localization.

33
NGUI 3 Support / Re: NGUI 3.0.6 f7 cant set the size of sprite.
« on: December 04, 2013, 02:00:07 PM »
Thanks ArenMook, that´s exactly what I've done. 

34
NGUI 3 Support / NGUI 3.0.6 f7 cant set the size of sprite.
« on: December 03, 2013, 10:36:34 AM »
I have a 3D camera, and I use that to render some 2D sprites with Panel.
Everything works in the 3.0 version, but now i update to ngui 3.0.6f7 and i can't set the size of game object again.
The sprite have the size of 20x20 but i want to use in gameplay with the size 1x1;

But in this last version, i cant set to 1x1! Every time i change automatically come back to 2x2! What is going on? I'm missing something?

35
Yeah, i know how the Anchors work.

But in this case, of the Draggable Panel, don't seen to work this way.

If I make something like that:


And let the panel like this:


don't work, the content of draggable pannel still like the TOP is the center of the object:


But now, and I don't know if this is a bug or not, if i set the size of the UIPanel to the height of my projet, like 960, everythings work fine, so maybe i just need to update that manually? Or is a bug?



36
hello :)

Just a doubt that catch me right now. What is the Right way of do a Draggable Panel anchored TOP in NGUI? LIke any games display of any social game, like these:

the left one.


What we do here, is something like these:

Let's say the resolution of the app is 640x960 (iPhone 5)

The hierarchy is like this:


So we have:
[-10][3,0] Home UIPanel
    UIPanel (Clipped View) UIPanel + UIDraggable Panel 
         UIGrid UIGrid


And the UIPanel (Clipped View)   have this configurations:



But this don't really work, anyone have any other way of doing that?

37
Looking at this topic:
http://www.tasharen.com/forum/index.php?topic=3694.msg18383#msg18383

I managed to make this work by changing this:

  1. tcpEndPoint = externalIP;
  2. mFallback = internalIP;
  3.  

for this:
  1.        
  2. tcpEndPoint = internalIP;
  3. mFallback = externalIP;

38
TNet 3 Support / Problems starting the Example Menu in one network.
« on: April 26, 2013, 09:02:24 AM »
Hey Arena, great job on TNET, i never worked with networking before, but it's really simple and intuitive.

So, yesterday i bought the TNET on my home, and start play around with it, and everythings works fine, I have a PC in home.

But today, I'm trying to get this working on my company, but i can't get working, here we have Macs, i don't know if is something related, but i keeping getting this message:
  1. Object reference not set to an instance of an object
  1. Operation timed out

Here is the screen.

Its just the example scene!
I don't know if is something related to my network here, or something in our mac, but is the exactly same thing i tested in home yesterday.
Can you help me? What is wrong?

Another thing, if you please can share these final projet:
http://www.youtube.com/watch?v=cTjy-L8C6WM

will be really usefull.
 

39
GREAT JOB =D

40
NGUI 3 Support / Re: 2 CustomEditor for Transform?
« on: March 21, 2013, 07:12:07 PM »
I'm not sure you can get two plugins to both override and play nice together easily.

You could copy the contents of the NGUI one into your own and work it into each other that way and comment out the existing NGUI version.

NGUITransformInspector.cs holds all the NGUI overriding.


I'm afraid of having to do that .
I really want they both play nice together, but looks like i'll must copy the NGUITransformInspector!

41
NGUI 3 Support / 2 CustomEditor for Transform?
« on: March 21, 2013, 02:00:21 PM »
Hi there!

This questions is not about the NGUI itself, but about the NGUI Transform window!
As you guys know, the NGUI have a custom inspector for transform, and it's amazing!

And we make one plugin that extends transform too, but the problem is, the NGUI aways override our function, we don't know exactly what we can do to make this things work together??

Do you guys have a clue?

42
Hey guys!

Here at Monster Juice, we love NGUI and use it everywhere, we even have done a entire game in NGUI:

But now, we are starting another project, and is 2D Platform game in Unity, and we are really liking the idea of making another game entirely in NGUI.

But the first problem is, what we should do about the Physics?

Look at this simple example:
Using default unity camera


And here is the same scene
using NGUI Camera


I made another test, using the NGUI Panel, but with a regular camera with ortographic size of 384 but everything get really slow because the size of things.

I can't figure out, what is the best way. Do you guys have one idea? Or I should give up NGUI for make the entirely game.

43
NGUI 3 Support / Re: NGUI and separation of concerns
« on: February 16, 2013, 05:21:32 PM »
Hey @Backov

First - Yeah, I agree with you about the buttons, the UIButtonMenssage is a shortcut, but one Event Delegate is awesome, but this is the magic of NGUI is open source, we made a new UIButton with delegate methods.

Second - The pannels orders is using Z Order, 2 panels the one with the lower Z will be the top front!

I'll recommend you pass on NGUI F.A.Q, is a wonderfull place

44
NGUI 3 Support / Re: Resolution on mac looks great, on ipad looks terrible
« on: February 15, 2013, 10:07:03 AM »
you're wellcome ;)

45
NGUI 3 Support / Re: Resolution on mac looks great, on ipad looks terrible
« on: February 15, 2013, 08:33:21 AM »
Humm, here we set the texture of atlas to this configurations:



And this make everygthing really sharp.

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