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Messages - hellobard

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16
Hi,

I was looking at the NGUI 3.0 tutorial video and saw how you anchored sibling objects together. In that regard I have a question in terms of tweening panels using this method.

I have setup for my GUI like this:

Anchor
------Panel (with a TweenPosition)
---------GfxWidget (with an anchor script with container set to BackgroundWidget)
---------BackgroundWidget2

I want to tween the Panel into my scene. Now is this a legitimate setup, or are these anchors connecting each other making it impossible to tween my Panel?

If not, how would one go about tweening such a panel box setup as shown in the tutorial? Would you have to stick to alpha tweens and never change  tween position/scale/rotation?

I could animate each and every object inside my Panel with a separate TweenPosition attached to them, but wouldn't this also get me into trouble with the anchor on "GfxWidget"?

17
NGUI 3 Support / Re: Tween Alpha goes in reverse onClick
« on: May 21, 2013, 01:26:03 PM »
Ah I see. Well that makes sense. But why does a hover or click on a button activate the tweens too?

By the way, what's the code to activate a tween ?
TweenPosition.begin or something similar?

18
NGUI 3 Support / Re: Tween Alpha goes in reverse onClick
« on: May 20, 2013, 04:27:22 PM »
hmm... well adding a TweenAlpha script to my widgets certainly plays automatically at the start of my game.
I tried adding a UIButton tween to it, but it really didnt help the disappearing problem regardless of how I tweaked my settings.

19
NGUI 3 Support / Tween Alpha goes in reverse onClick
« on: May 19, 2013, 03:47:06 PM »
Hi,

I am making a menu where my GUI elements have a Tween.Alpha that runs at the start of the scene. The Background sprite for my button has the Tween.Alpha script attached and the in animation works as it should. However as soon as I hover or click the button, the Tween.alpha goes in reverse (from 1 to 0). How do I get my buttons to stop doing this?

20
NGUI 3 Support / Re: Atlas switching iOS - Portrait mode?
« on: March 30, 2013, 03:13:35 PM »
Ah wonderfully explained, that makes perfect sense. I've got pixel perfection on all of my devices now, thanks for the help!

21
NGUI 3 Support / Re: Atlas switching iOS - Portrait mode?
« on: March 29, 2013, 02:07:41 PM »
Thank you, Nicki! That makes a whole bunch of sense regarding the pixel sizes, I couldn't get this quite right, and I think with this new pixel size for my atlases this should work.

So just to verify, here's my new pixel sizes, is this correct?

iPad Retina: 1536/2048= 0.75
iPad: 768x1024=0.75
iPhone 3GS: 320x480=0.66666667
iPhone 4: 640x960=0.66666667
iPhone 5: 640x1136=0.56338028 (xcode tells me this should be 0.5633803)

Should none of them be 1?

Also, if I have a 96x96 icon for iPad Retina, should I now be scaling this down to 72x72 for iPad?

22
NGUI 3 Support / [solved] Atlas switching iOS - Portrait mode?
« on: March 29, 2013, 07:15:18 AM »
Hi,

I have a game in portrait mode and I want to set up atlas switching between SD/ HD / SHD atlases, and I was wondering if that means I have to switch the UIRoot settings for manual/min/max height to the opposite of what's in the Atlas switching script found on this forum?

So instead of max height 1536 for iPad Retina, it would be 2048. Is this the right way to go about this, or should I just stick with the values already set?

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