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Orthello 2D Framework - 100% FREE

Discussion in 'Assets and Asset Store' started by mas, Jul 7, 2011.

  1. indy2005

    indy2005

    Joined:
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    Posts:
    81
    Thanks, although isn't the size of the collision determined by the attached rigid body collider, and not this value? Are the values here cube dimensions i.e. 3.9f is a cube 3.9f wide used for collissions?

    Sorry - being a bit dim!

    Regards

    i
     
  2. mas

    mas

    Joined:
    Nov 14, 2010
    Posts:
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    True... The sprite.collisionSIze adjusts the size of the attached rigid body collider object. The sprite.collisionDepth sets its position.
     
  3. MasterSubby

    MasterSubby

    Joined:
    Sep 5, 2012
    Posts:
    252
    Hey, I wasn't sure if it's cool to post about PRO in this thread, but I went to the other one which looked extremely dead for a long time. Anyhow, I'm having two issues I can't seem to resolve, which reference tilemaps in Tiled. I attached some images to help as well.

    EDIT: I figured my initial question out.. The Reduce bleeding check box needed turned off. Everything looks fantastic there, where there was once a weird offset.

    Then there is a depth problem. I have a character (sorry for a possible bad angle, can't reveal anything that will give this away), and he is at depth 0. Tile layer 1 is at -10, Tile layer 2 is at +10. He is overlapping and never in between during game mode. Just editor mode. Like this.

    $TiledLayerExample.png

    Should work based off this, but not sure whats up. Any help would be great!

    Thanks.
     

    Attached Files:

    Last edited: Apr 11, 2013
  4. mas

    mas

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    Probably caused because the entire tilemap is one mesh that is drawn in 1 drawcall (depending on the number of material/textures). Because your character is another mesh it will probably not be drawn in between the 2 layers. But ordered to be drawn on top of the OTTilemap
    .
    Maybe you can use 2 OTTilemap objects , 1 for layer1 and 1 for layer 2. This way there will be 3 meshes that can be ordered seperately and it should work ...

    I think...

    make any sense?
     
  5. test29

    test29

    Joined:
    Apr 12, 2013
    Posts:
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    I just started with Unity and orthello and I have a problem that is mentioned few posts earlier:

    "Grabbed the new version yesterday for Unity 3, upgraded from 2.4. Everything went fine except for atlases not being found for some reason, when doing it by code: spriteObject.spriteContainer = OT.ContainerByName("MobileAtlas"); It returns null. But the atlas is definitely there, and since I couldn't fix it, I rolled back to 2.4 (haven't tried 2.5), and it works fine again. Any ideas? Did anything change with atlases that I need to change in my code? "

    My problem is the same. I have checked OT.ContainersReady() before the search and it says it's "true".
    Unity is v3.5.7f6 and orthello is latest version.
     
  6. MasterSubby

    MasterSubby

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    yup, that was my next solution I tried. works great that way. Just wasn't sure if there were any other solutions by not splitting up the meshes. Thanks! Works great, and love the product. I released my first app over a year ago with it on android.
     
  7. mas

    mas

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    Can you give me the title and/or link of your app
    .. and would you think that a kinda 'link possiblilty' on www.wyrmtale.com ...

    something like a 'Made with Orthello' section where you can present your app/game with
    'development/tech' story and some screen shots + links would be usefull?
     
  8. mas

    mas

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    Where is your ContainerByName located? Awake, Start or Update?

    and could you do a check in the Update() (counting the cycles) if and when your container becomes available.
    I think in the latest 'online' version , the container registration is not handled correctly.

    The registration is done in the Start() method of the OTContainer.cs script

    What happens if you put the OTContainer.cs just below the OT.cs in the script execution order?
     
  9. test29

    test29

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    ContainerByName is located in Start().

    I put OTContainer.cs below the OT.cs (like in picture) and it's the same, not working.

    $Image.jpg
     
  10. MasterSubby

    MasterSubby

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    Yeah sure, here you go: https://play.google.com/store/apps/details?id=com.lifeandstylemediallc.beachballblastfree

    That would always be a great help. Though this game has since been discontinued for further development. It's pretty polished and all, but I had a wipe on my old harddrive. I since then wisened up and got myself a nice external.

    We decided to work on something much bigger though. So I can certainly hit you about that then as well.
     
  11. mas

    mas

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    I am just working on it and I can confirm that the execution order is not working because for it to work all scripts
    have to be located in the order .. not just the parent script.

    I have implemented the following solution in my current version ( preparing the 2.8 release for somewhere in the coming weeks )

    I have put the container registration (and animation registration from the start into the awake and that seems to be working at my end.

    so

    in OTContainer.cs
    the Awake and Start became :

    Code (csharp):
    1.  
    2.     protected void Awake()
    3.     {  
    4.         if (_name == "")
    5.             _name = "Container (id=" + this.gameObject.GetInstanceID() + ")";
    6.        
    7.         _name_ = name;
    8.         _sheetSize_ = sheetSize;
    9.         _texture = texture;
    10.                
    11.         if (!registered || !Application.isPlaying)
    12.             RegisterContainer();               
    13.        
    14. #if UNITY_EDITOR
    15.         if (!Application.isPlaying)
    16.             UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(this);
    17. #endif             
    18.     }
    19.  
    20.     // Use this for initialization
    21.    
    22.     protected void Start()
    23.     {      
    24.         if (gameObject.name!=name)
    25.             gameObject.name = name;
    26.     }
    In Update() I added ( just below the isValid check

    Code (csharp):
    1.  
    2.         if (!registered || !Application.isPlaying)
    3.             RegisterContainer();
    4.  
    5.  
    in OTAnimation.cs
    the Awake and Start became :

    Code (csharp):
    1.     protected void Awake()
    2.     {
    3.         if (name == "")
    4.             _name = "Animation (id=" + this.gameObject.GetInstanceID() + ")";
    5.         _duration_ = _duration;
    6.         _fps_ = _fps;
    7.         _name_ = name;
    8.        
    9.         RegisterAnimation();
    10.        
    11. #if UNITY_EDITOR
    12.         if (!Application.isPlaying)
    13.             UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(this);
    14. #endif             
    15.     }
    16.  
    17.    
    18.     // Use this for initialization
    19.     void Start()
    20.     {
    21.         if (gameObject.name!= name)
    22.             gameObject.name = name;
    23.     }
    24.  
    25.  
    Let me know if it worked.
     
  12. test29

    test29

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    It's working now.

    But now I have another problem. Sprite created in code is bigger than created in editor (sprite using same atlas and frame index), it's not pixel perfect.

    EDIT: I found what is the problem. When creating sprite in code it has default size of 100x100, not the size of texture from atlas. I must do sprite.size = new Vector2 (org. size of texture x, y) to be pixel perfect.
     
    Last edited: Apr 12, 2013
  13. Diomich

    Diomich

    Joined:
    Jan 10, 2013
    Posts:
    4
    Hello. I use orthello framework to draw 2d sprites on the scene. All is fine in the editor, but if I build project for iOS platform, it seems that all spritesheet frames are broken =\ Instead of needed sprites different parts of the spritesheet are drawn. Maybe I'm doing wrong something? If this is important, tried to launch application on both retina and non-retina devices.
     
  14. mas

    mas

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    Your UV mappings are off. probably because the max texture size on iOS is smaller than the original size.
    set the atlas.sheetSize or the sheet.sheetSize to the original dimensions of your texture image.

    That should fix it.
     
  15. serioussam

    serioussam

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  16. serioussam

    serioussam

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    Of course I can try to reduce sprite count, but I think it is completely ridiculous to optimize game for the editor not ingame...

    Also when game mode is active lagging disappears - I can freely move objects around in scene view, but sprite.position does not update.
    I think that code that updates sprite positions (and other things too) during edit mode might be responsible for low performance.

    Maybe you should optimize this - update position only when moving objects that are selected or something.

    Otherwise editing becomes impossible.
     
    Last edited: Apr 13, 2013
  17. mas

    mas

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    A little investigation shows that in editor mode, in this project, when updating one object ( could even be a new default cube ), the Update() events for all objects that have [ExecuteInEditMode] is being called. And because you have many many many sprites in your scene, you end-up with this lag.

    This seems to be native Unity behaviour but I will need to check this from a base scene and I will shortly.

    The orthello sprite update cycle is really to control all functionality and set the sprites up for your game, there is not much for me to work with to reduce cpu there. Changing this would be an architectural challenge that I am not going to take.

    By building your level a bit optimized you could defenitly come up with an acceptable 'in-editor' performance. You could for example use a tile editor to build the level. This way , by importing it, you would end up with one or two sprites instead of 150+. Also working with prototypes and instancing your entitites run-time, would reduce the in-editor sprite count.

    but .. as I said .. I am defenitly going to check , if the 'call an update() on every editor object' is native or caused by someting in Orthello. Is it the latter, I will do my best to improve.
     
  18. ultrasilence

    ultrasilence

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    Jan 17, 2013
    Posts:
    1
    Have a problem that I cannot figure out. Anyone have any idea why my character would animate correctly if I start the game on the game scene, but if I start on the title screen then proceed to Application.LoadLevel into the game, no animations play?
     
  19. mas

    mas

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    Nov 14, 2010
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    Can you provide me with an example on info at wyrmtale dot com so I can check what is going on?
     
  20. GeneralV

    GeneralV

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    May 29, 2012
    Posts:
    21
    Hello, Martjin,

    Is there an Orthello example with Textsprites? I cannot get it to work, so I'm looking for a working example to compare to.

    All of the text in the included examples still use textmeshes / guitext.
     
  21. mas

    mas

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    Nov 14, 2010
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    Try the framework example :

    /Orthello/Examples/0 - simple examples/Textsprites
     
  22. UDrew

    UDrew

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    Apr 14, 2013
    Posts:
    6
    Hello,

    I'm having some trouble with colliders from imported TILED maps. I think I setup my TILED map appropriately by setting the tile property to "collider" and it seems to import into Unity fine with Orthello Pro. I see my tile map displaying correctly and I see the collider objects being created under the TileMap object in Unity, the Box Collider/Rigidbody look like they're being created in the right place. My problem however, is I can't seem to get collisions to trigger with those colliders. I have a sprite that moves around and I can get collisions to trigger with other objects just fine. I think the problem might be that I can't find an option to mark the collider objects as Collidable. The only option I see for that is in the TileMap object and that seems to just trigger for the ENTIRE tile map, not just the individual colliders that are setup. Is there something I'm missing?

    If there's any other information that you need, just let me know. Thanks!
     
  23. GeneralV

    GeneralV

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    Ah, exactly what I was looking for. Thanks, sir, not sure how I missed that one!

    Edit: Hm. I think I clicked "Generate Sprites", and now every time I run the scene, a new sprite atlas gets added to it (and this stays after I end the game). This behavior disappeared when I selected "Generate Sprites" and hit "revert to prefab".
     
    Last edited: Apr 14, 2013
  24. mas

    mas

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    the regular orthello OnCollision, OnEnter and OnExit delegates are only called when a sprites collides with another sprite. To capture these collisions, you will have to add a custom script to your sprite that will handle the normal Unity3D collision events.

    Also make sure that the sprite.collisionDepth is at the same Vector3.z value as the colliders of the tilemap.
     
  25. mas

    mas

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    Probably a bug on this 'new' atlas functionality. IO will check into it and fix it for a next update.
     
  26. dheinz

    dheinz

    Joined:
    Apr 15, 2013
    Posts:
    2
    I'm having an issue with ClippingAreaSprite.
    It is working great except I need another sprite to appear over the sprite in the clipping area. In my case I have a sprite for the cursor. When I move it over a sprite that is being clipped (by the layer) by the ClippingAreaSprite, my cursor appears behind the sprite instead of over it.
    By disabling the clipping area sprite my cursor now appears over the sprite.
    I see this in the docs:
    NOTE! Because the clipped area sprite uses a camera and camera view ordering, moving sprites above a clipped area can render unexpected results. It is possible to let a sprite be rendered by more than one camera, but you will have to manage the layer id of suchs sprites manually.

    Is there a workaround for this while still using the clipping area sprites? I just need my cursor to appear over everything including the clipped sprites.
     
  27. mas

    mas

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    The only way you are going to manage this is to setup another camera manually for ONLY the cursor. If you make sure this camera only shows the cursor and renders to the screen last without clearing the screen buffer, your mouse cursor will show on top of all other rendered screens.

    The steps you need to take :

    • Determine/Take/Use a custom layer id that you will use for the for the cursor (Unity layers)
      and set the layer of the cursor sprite to this value
    • Make a copy of the main camera and call it for example 'cursor camera'
    • Set the culling mask to only show your cursor's layer id.
    • Set the Clear flags to 'Don't clear'
    • Set the depth of your camera to a high value so it is rendered last.

    something like this should do it.
     
  28. dheinz

    dheinz

    Joined:
    Apr 15, 2013
    Posts:
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    Thank you! That worked perfectly.

    Edit: Wanted to add that I had to instantiate it in script and not create it in the Editor. Creating it in the editor caused the clipping area sprites to not work at all for some reason. But creating it in script works.
     
    Last edited: Apr 16, 2013
  29. zeusrami

    zeusrami

    Joined:
    Dec 12, 2012
    Posts:
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    Flash compiler doesn´t support System.Xml.XmlElement,System.Xml.XmlNode and Orthello FrameoWork use this methods so basically you can´t compile your game in flash if you use orthello? Am i right? Is there a way to fix that?
     
  30. mas

    mas

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    Very true...

    We do not plan to have Flash support in the near future.
     
  31. Notus

    Notus

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    Dec 14, 2012
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    8
    Hello. I need again your help )))

    My game have 2 kind of sound: music (melody) and sounds( click, tap..etc). And each of them have volume and list of audio_clips. How i can separate they (and theirs settings) in ORTHELLO?

    And second, may be you can give advice - i want to remeber all movements of my character and replay later. Have any ideas how i can do this?
    Character move if player press arrow_keys. Character have some animations(move left, move right, etc), witch must play correct in replay.
     
  32. mas

    mas

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    There are several ways of playing sounds in orthello. Check http://www.wyrmtale.com/Orthello/sounds . To seperate sound types you will need to develop your own code that create lists to hold your sound objects. There is no other sound management except for playing a single sound.

    Regarding the movement recording. To achieve this you need to develop your own movement recording manager. You could do this by storing the starting position and time into a structure and also the important movement changes. You could record based on a frequecy or based on user input. The recorded data could be saved into a file in some device folder. In addition to the recording, you will also need to write your own player for playback purposes.

    Hope this helps...
     
  33. Notus

    Notus

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    Thanks. I thought as much about this questions.
     
  34. bleher

    bleher

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    Dec 3, 2012
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    Hello there, we have been using Orthello for a little while now, and have had some troubles but have been able to work them out for ourselves until now (making it fit with what we're doing I mean). Our "player", which we now have put a spritesheet on, animations working and everything, seems to be locked into a certain x-position range. No matter where we place the player, he always starts out at -8.35 x-position, and when he gets to around the same value only positive, he goes back to -8.35, and if he goes backwards from this, he ends up in +8.35 x-position. I was looking over the different OT scripts, but I'm not sure which one is causing this (have a theory it might be the OTView.cs, but none of us are really that experienced with scripting yet), or if there's a simple solution to all this. Anyway, thank you for this great work, and looking forward to getting a response.
     
  35. soundwav_

    soundwav_

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    Apr 23, 2013
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    Hello, I'm checking out Orthello for an upcoming game, and I was wondering if I can achieve something like this:

    I have a Sprite-Sheet container (e.g: http://i.imgur.com/WKVKTmh.jpg)
    And I would like to have a Fill Sprite showing several frames in its visible area, while scrolling through all of the sheet's frames (e.g: http://i.imgur.com/hNroTKm.jpg)

    Can this be done with a Fill Sprite alone? Or maybe in some other way using Orthello?
    Also, is there a way to know which frame of the sheet is currently showing in the visible area?

    I looked in the Fill Sprite example, but it's using only 1 tiled image.

    Thanks!
     
  36. mas

    mas

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    Are you moving your player using a transform object? Using transform.position or transform.Translate ? This is only going to work if you set OT.dirtyChecks = true (at cpu/fps cost ).

    If this is the cause .. you better move your sprite the orthello way .. using sprite.position
     
  37. mas

    mas

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    We do not have a fill sprite but .. the OTClippedAreaSprite let you specify an area (bound by a sprite) through which, other sprites can scroll or get clipped.

    check http://www.wyrmtale.com/orthello/sprites#clippedareasprite and the orthello example 0 - Simple Examples/Clipping
     
  38. Pixelcloud-Games

    Pixelcloud-Games

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    Apr 29, 2011
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    For those of you who use the 2D ColliderGen Extension with Orthello:

    First of all: thanks for purchasing it, you are awesome! :D

    Now to the news: We have just finished support for OTTileMaps, so that you can generate precise colliders for arbitrarily shaped tiles.
    The package is not released officially yet, but if you already own 2D ColliderGen - drop me a message and you get the files for the update!

    Cheers, Harald
     
  39. mas

    mas

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    That is indeed good news ... Did you also build in support for the OTTilesSprite. This because in many scenarios, the OTTilemap will be used to load the TILED level, but the OTTilesSprite will use the tile information to display the on-screen tiles.
     
  40. Pixelcloud-Games

    Pixelcloud-Games

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    I did not get to include OTTilesSprites yet, but I'll have a closer look at it in the evening.
     
  41. bleher

    bleher

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    Dec 3, 2012
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    I'm moving the player using Character Controller, specifically with this piece of code:
    Code (csharp):
    1.  
    2. public float runSpeed = 20; // run speed
    3.     public static float speed = 6.0F;
    4.     public float jumpSpeed = 8.0F;
    5.     public float gravity = 10.0F;// adss gravity to the player
    6.     private Vector3 moveDirection = Vector3.zero;
    7.     private CharacterController controller;
    8.  
    9.  
    10.    void Update() {
    11.  
    12.         CharacterController controller = GetComponent<CharacterController>();
    13.    
    14.             moveDirection = new Vector3(Input.GetAxis("Horizontal"), moveDirection.y);
    15.             moveDirection = transform.TransformDirection(moveDirection);
    16.             moveDirection.x *= speed;
    17.  
    18.             if(controller.isGrounded  Input.GetButton("Jump")){
    19.                 moveDirection.y = jumpSpeed;
    20.             }
    21.            
    22.        
    23.        
    24.          if ((Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyUp(KeyCode.RightShift)) &controller.isGrounded)
    25.         {
    26.             speed = 8;
    27.            
    28.         }
    29.          if ((Input.GetKeyUp(KeyCode.LeftShift) || Input.GetKeyUp(KeyCode.RightShift)) &controller.isGrounded)
    30.         {
    31.             speed = 4;
    32.      }
    33.  
    34.         controller.Move(moveDirection * Time.deltaTime);
    35.        
    36.         moveDirection.y -= gravity * Time.deltaTime;
    37.    
    38.     }
    39.  
    We would really appreciate some more insight (not asking for a fixed code or anything, just hoping a point in the right direction, perhaps a short example), and I'm sorry if there is an obvious solution, because if there is, I have not seen it :p.
    Anyway, I tried with dirtyChecks = true, but that didn't change anything. And for your other suggestion, I don't know how to approach doing that with already using character controller. Thanks again.
     
  42. waxx

    waxx

    Joined:
    Apr 1, 2013
    Posts:
    48
    Can you help me understand how resolutions work in your framework?
    I want my sprites to always have the same size. However, I want them to scale position - meaning if I set their position to top-left corner, sprite will always be there on every resolution.
    Next, how do I change the size of the View (I want it to be 1080p)? It seems like I'm only getting some random yellow square with no way to change it. If I set a camera to the View I can't change camera size and even if I do - it's in in some arbitrary numbers, not pixels. Please help.
     
    Last edited: Apr 27, 2013
  43. mas

    mas

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    Nov 14, 2010
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    696
    I am sorry to tell you this, but we do not support the character controller natively. May be setting OT.dirtyChecks to true AND disabling passive mode ( OT.StartPassive to false in editor settings) will work. But other than that I do not have a solution for this.
     
  44. mas

    mas

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    Nov 14, 2010
    Posts:
    696

    By setting OT.view.pixelPerfectResolution to your base/working/reference resolution and setting OT.view.alwaysPixelPerfect to false, your game will use the refrerence resolution for positioning plus scaling and will auto zoom in and out on devices that have another resultion so that your sprites will look the same on every device.
     
  45. waxx

    waxx

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    Apr 1, 2013
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    Figured the positioning, now I'm running into bigger problem.
    Importing textures to unity seems like I'd have to change all resolutions to power of 2. But then if I resize my canvas and leave my actual texture in the middle, my sprites get bigger and OT.Clicked doesn't work as intended... What can I do about it?
     
    Last edited: Apr 28, 2013
  46. mas

    mas

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    Nov 14, 2010
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    Try and set the Texture Importer settings of your texture to GUI in the property inspector, This way, the original dimensions of your images will be used. You ill need to re-create your sprite again after changing the texture setting.

    You can also set compression to off for better display.
     
  47. UDrew

    UDrew

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    Apr 14, 2013
    Posts:
    6
    Hi Mas,

    I'm having an issue with TileMap sizes. Do you know what the limit is on them? I have some Tiled maps with tiles of 16x16 and get this error for larger maps (200x200) "Mesh.vertices is too large. A mesh may not have more than 65000 vertices." It's happening at this line in the TileMap script:

    Code (csharp):
    1. Line 277:         mesh.vertices = vertices.ToArray();
    The issue seems to happen with maps with 1 layer of around 200x200 or I have a smaller map of 100x110 that has 3 layers that also gives this same error. I haven't tried to find out exactly what the limit is, but I was able to get a 125x125 map with only 1 layer to load error free. Problem is that I'll need more layers :p Is there any fix or work around for this that wouldn't involve me breaking my map files into smaller pieces?

    Thanks again for your help!! Love this package btw, it's been a great help with my project :D
     
    Last edited: May 5, 2013
  48. mas

    mas

    Joined:
    Nov 14, 2010
    Posts:
    696
    Unity supports only meshes that have less than 65000 vertices. Because the OTTilemap uses 4 vertices per Tile, you will exceed this max on large tilemaps.

    However...

    You can specify what layers have to taken into accounjt when the OTTilemap creates the mesh, so you could use an OTTilemap object ( == mesh) for each layer.
     
  49. tgarthwaite

    tgarthwaite

    Joined:
    Feb 5, 2013
    Posts:
    10
    Hi mas,

    Any progress on this? Can you reproduce the bug? I'm being harassed to make this work. :)

    Thanks!

    Tim
     
  50. mas

    mas

    Joined:
    Nov 14, 2010
    Posts:
    696
    Hi Tim,

    Sorry but I forgot to mention that I tested an action with a size and rotation combined and it worked like a charm.
    I changed the Action example ( dont know if that already is in the current release.. but will be in the next for sure )
    so on hovering on a tile, it rotates and grows instead of just grows.

    Maybe it is better that you create a package for me and send it over to our support e-mail address :
    info at wyrmtale dot com. This way I can trace what is going on in your example.