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Messages - pretender

Pages: 1 2 [3] 4 5 ... 11
31
NGUI 3 Support / controling sprite tiling?
« on: December 04, 2014, 08:27:11 AM »
How it is done?

32
NGUI 3 Support / Re: IOC and NGUI
« on: November 30, 2014, 01:02:05 PM »
I am interes ted in this too

33
NGUI 3 Support / Font data in 0,1 map form?
« on: October 18, 2014, 09:30:15 AM »
Not really a NGUI question but maybe somebody knows. I am making some effects for splash and intro screens which will have some nice effects with text. In order to do what I have imagined I need font data in this form (or similiar), for example letter "I", this was easiest to pressent

000011110000
000001100000
000001100000
000001100000
000001100000
000001100000
000001100000
000011110000

I could then do all kind of effects on 12x8 sprite map, color,animation etc...anybody have ideas how to get font data in this form?

Thanks!

34
NGUI 3 Documentation / Re: Localization system
« on: October 04, 2014, 08:17:36 AM »
your localization system is very convenient and I would like to use it for more complex things (not just in game menus, or simple dialogs..) that would need multiple  spreadsheets and localization files for easier management, because data I want to be localized is logically separated in multiple spreadsheets and using one file would be very hard to manage. Do you have any plans in updating this system to be able to use multiple data files? Is it going to take too much time?

Thanks!

35
NGUI 3 Documentation / Re: Localization system
« on: October 04, 2014, 03:58:10 AM »
Is it possible to use multiple localization files?

36
NGUI 3 Support / Re: I2 Localization for NGUI
« on: October 04, 2014, 03:57:46 AM »
Is it going to be on sale again soon, this is a bit expensive for me

37
NGUI 3 Support / NGUI with MVC pattern, example inside
« on: October 03, 2014, 04:33:58 AM »
I recently found about this article http://engineering.socialpoint.es/MVC-pattern-unity3d-ui.html where MVC pattern is used to implement UI (in this case NGUI is used).

It seems like an overkill, but it could be good learning example. Take a look and comment if possible is it a good practice?
Thanks!

38
NGUI 3 Support / Converter to new uGUI?
« on: September 28, 2014, 05:59:58 AM »
Is something like that would be possible to do?

39
NGUI 3 Support / Re: Wierd error in 3.7.3
« on: September 24, 2014, 07:44:41 AM »
Is this going to be included in the next update? :)

40
NGUI 3 Documentation / Re: Localization system
« on: September 23, 2014, 04:32:48 AM »
Hi Aren!

Can you tell me whats wrong with this localization file?

  1. KEY,English,Spain
  2. ID_HELP,"Help","Ayuda"
  3. ID_SETTINGS,"Settings","Ajustes"

File is utf8, I have Label with UILocalize script and key set to ID_HELP
I also have pop up list that has LanguageSelection script on it

In run time i get this warning: "Localization key not found: 'ID_HELP'"
Also pop up list doesn't display available languages
I tried to place Localization.csv to Assets/Resources and as well in the NGUI Examples/Resources folder where original Localization.csv was (until I deleted it)

Thanks!

41
NGUI 3 Support / Re: proper anchoring of grid with elements
« on: September 22, 2014, 07:54:49 AM »
Hi! Here is the new image http://imgur.com/So1nxcj

I will try to explain in detail what i want.
Border of the image is device screen dimensions, whatever screen resolution currenly is. The red square is the widget that should be always centered and anchored. Inside red square there will be arrays of sprites (yellow) that should be somehow scaled to keep original aspect ratio (i put white squares as a containers for yellow sprites because it seemed like a good idea)

the closest example of what i am trying to do is to have a layout similiar to periodic table of elements (here is a image reference: https://www.google.rs/search?q=periodic+table+of+element&client=firefox-a&hs=yv4&rls=org.mozilla:en-US:official&channel=sb&tbm=isch&imgil=0rRKFpPGSHhCHM%253A%253Bn1nStMiYO3a_AM%253Bhttp%25253A%25252F%25252Fblog.askiitians.com%25252Fback-benchers-tip-learn-periodic-table%25252F&source=iu&pf=m&fir=0rRKFpPGSHhCHM%253A%252Cn1nStMiYO3a_AM%252C_&usg=__tgfdrHR4IqPw8EC3yldmWqKhCII%3D&biw=1680&bih=978 ) but to be flexible in regards to screen resolution ( i tried to solve this before by hard coding UIRoot parameters for example Ipad 2's resolution (1024x768) to accommodate its 4:3 ratio, I would like to avoid this sorts of things. Sprites also need to maintain its original aspect and not distort.

This seems like a somewhat complicated setup so I need some help!
Thanks!

42
NGUI 3 Support / proper anchoring of grid with elements
« on: September 10, 2014, 07:12:44 AM »
Can somebody help me in order to get anchoring properly for gird that is full of elements and needs to be centered properly (problem arises when using resolutions like 1024x768)

check out the picture!



1.) need that grid at the given distance from the edges (centered) but elements inside scaled properly
2.) there will be rows of grids not just one, how to anchor those?
3.) is it Fixed size way to go?

here is the setup i tried:
UIRoot
 Panel
  widget (anchors to UIRoot -> uniform)
    grid (anchors to widget -> uniform)
     [elements]

elements and grid doesn't scale but there is a overflow.
thanks!


43
NGUI 3 Support / UIRoot - new scaling options?
« on: August 22, 2014, 02:33:28 AM »
HI!

I updated to the latest 3.7.0 and I am confused with new UIRoot scaling options. It automatically selected "Constrained" with fit checked for width (800). Is this the same as Fixed Size with 800 height? Is it going to affect what I have so far, in other words is it safe to update or I should revert the changes?

thanks!

Also can you update the documentation, so that we can understand what new options represent!

Thanks!

44
NGUI 3 Support / Future of NGUI?
« on: June 01, 2014, 04:52:56 AM »
What's your plan Aren? I am sure that I am not the only one that wants to know this

Thanks!

45
NGUI 3 Support / Eventtrigger arguments
« on: May 17, 2014, 04:40:13 AM »
I am using uieventtriger script and its quite nice, i place target controller go and choose a method that i want but as argument i can sometimes choose only <GameObject> and sometimes components but only like this collider.gameObject and similiar. Is it going to be possible to choose a property as argument or something like that?

Thanks!

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