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Messages - ramones

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Support / Re: Multi resolutions, texture sizes and positioning, Lost!!
« on: April 28, 2012, 01:11:45 am »
Thanks a lot unicorn for your support.

Just one more question. How is it that you can save filtrate with dicing? I understand the texture save, but the filtrate won't be the same that the original sprite. On the other hand I suppose the bad thing is that the sprite should be renderers using more triangles to render all the "chops".

Thanks in advance.

2
Support / Re: Multi resolutions, texture sizes and positioning, Lost!!
« on: April 27, 2012, 12:56:36 pm »
Hi again,

This question is a bit off topic from the thread main subject but I want to keep the forum clean so, don't wanna create another thread for this one.

I have been reading a lot this 2 days about how iPhone handles internally points/pixels to seamlessly allow us to dot not have to change positions, etc... when running a game made for low res to retina.

The only thing that is not yet clear to me is how change my atlas depending on the platform. I assume that changing the texture to a higher resolution, iPhone will use it and show correctly without touching anything inside unity (ortho size, etc...), Am I right?.

I'm sorry to come again with this kind of questions but I'm almost making everything clear.

By the way, what does sprite dicing really means? :/.

Thanks in a dvance.


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Support / Re: Multi resolutions, texture sizes and positioning, Lost!!
« on: April 25, 2012, 11:19:24 pm »
Hi!,

Ok I understand now unicorn. Lota thanks.

But then the 1:1 button is not a "Pixel perfect" button am I right? I mean, it will be just pixel perfect when you display the sprite in the resolution you originally had. For other resolutions it will stretch it keeping aspect ratio with may produce blury images if too much streching is done. Am I correct?

THanks in advance.

4
Support / Re: Multi resolutions, texture sizes and positioning, Lost!!
« on: April 25, 2012, 07:02:11 pm »
At this moment I can't send anything because NDA sorry.

Anyway would you be so kind to explain the following behavior. I have been playing with different texture sizes, etc... and playing a bit with the ortho size.

I have a texture background that is 320x480 and my resolution in unity is set to 480x800. When I push the 1:1 button for the script (make pixel perfect) the sprite covers all the height of the camera. WHy is this? If my texture height is 320 shouldn't it leave a top and bottom gap when displayed in the 480x800 resolution?.

Thanks in advance.

5
Support / Re: Multi resolutions, texture sizes and positioning, Lost!!
« on: April 25, 2012, 02:02:37 pm »
Hi!,

Thanks a lot for the insights.

My game is a puzzle game, so right now there's no valid data outside the 320x480 window. THe only option here would be to use a bigger texture? Or better, should I use a texture for a set of pixel ratios ( pixel ratios that more or less are the same) to avoid too much blurring?.

One more question. From my current tests trying to make up my mind, I have noticed it is a must to have an image for each different ratio or at least have an image big enough to fit in a set of resolutions. As an example 320x480 and 800x480 the first one is 1.5 and the second one 1.666... I could have a 800x480 one to use in both or have one for the 1.5 ratios and other for the 800x480 ratios. Am I right?.

What texture sizes do you prefer to minimize number of textures and cover as much pixel ratios as possible keeping a good quality?.

SOrry for this nob questions but this seems a pretty difficult topic.

Thanks in advance.

6
Support / Multi resolutions, texture sizes and positioning, Lost!!
« on: April 25, 2012, 12:50:53 pm »
Hi,

I have finished a prototype of my game for iphone 3gs (480x320). I want know to make it work on other iphone devices and android.

Could anyone suggest best practices to accomplish this? I'm really lost here. Don't know if I need to have a different atlas for every resolution. How do you accomplish relative positioning to let things appear at right positions depending on the current resolution?. Has 2dtoolkit any support to make this easier?

Any help will be really apreciated.

Thanks in advance.

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