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Messages - hougenit

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We happen to also be building a mobile card game using Tk2D :)

Trying to lump card textures together into a tk2d sprite collection likely isn't the best option (as you've noted) - you'd be loading in the atlas for mostly a single card.

We've gone down the route of an atlas-per card - which ups your draw calls since you won't be able to effectively batch them - but if we're talking about 40 draw extra calls for 40 cards, its probably fine unless you're targetting ancient hardware

It's probably wise to do the atlas generation offline rather than trying to do a .CreateFromTexture at runtime.



Have you solve the problem?I also have this problem,can you help me ?thank you

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Support / Re: Creating Sprite Collections and Animations on Runtime
« on: December 04, 2013, 10:27:42 am »
Have you solved the problem?I also need to do like this.

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Support / Re: How to create .bytes files with TexturePacker ?
« on: December 04, 2013, 05:25:30 am »
I have solve the problem.

Texture Setting--output--DataFormat--

if we choose 2D Toolkit,then it will generate a .bytes file.

if we choose Unity3d,then it will generate a .txt file.

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Support / How to create .bytes files with TexturePacker ?
« on: December 04, 2013, 03:30:03 am »
I need to create collection in runtime,accroding to project 13,

tk2dSpriteCollectionData.CreateFromTexturePacker(spriteCollectionSize, texturePackerExportFile.text, texturePackerTexture );

the "texturePackerExportFile" file is a .bytes file,i don't know how to create this .bytes files with TexturePacker ?

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