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Messages - TMK

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1
Support / Re: Unity 4.3 hanging upon close
« on: November 13, 2013, 06:10:09 pm »
I've upgraded to Unity 4.3 and 2D Toolkit 2.3, and I've experienced hangings when closing a couple times too. Note, this is a big project with many plugins so might not be related to 2D Toolkit. I'll try to create a simple project to see if it happens there as well.

2
Support / Re: Download Platform AssetBundle
« on: September 16, 2013, 05:39:23 am »
Thanks for the tip! I'll try it out to see how it works out. I also might just tell the user to re-start the game after downloading all the AssetBundles, and then force quit it, so that it will be ready upon the next launch and then load them in like normal.

3
Support / Download Platform AssetBundle
« on: September 15, 2013, 01:15:08 pm »
Hi,

I'm making a game with 1x, 2x and 4x art, but to avoid the game's download size being unnecessary big for devices that doesn't support 4x, I'm planning to make 4x as an optional AssetBundle download.

How would you recommend doing this? I'm wondering how to switch between e.g. the 2x and newly downloaded 4x AssetBundles on all active sprites in the scene at runtime, keeping their original sizes and positions, like how SpriteCollection's Platform system does.

I have a multi platform SpriteCollection called ScMain, I made an AssetBundle out of "ScMain@4x Data\ScMain@4x.prefab". In the game at startup tk2dSystem.CurrentPlatform is set to 2x, I start the game, download the 4x AssetBundle, then set tk2dSystem.CurrentPlatform = "4x", but not sure how to make it switch the sprites in the scene to the new sprite collection. I've tried to re-load the scene after doing that with "Application.LoadLevel" as well so that 2D Toolkit possibly would re-create the scene with 4x versions, but they stay at 2x.

Thanks!

4
Showcase / Zombies & Trains!
« on: February 07, 2013, 04:56:13 pm »
Hello, everybody!

We at Dragonhead Games have now released Zombies & Trains! for iPhone & iPad!

The game uses 2D Toolkit for everything (except GUI). It was great working with 2D Toolkit :D


Face hordes of zombies in an epic showdown in the arena! Your weapon? TRAINS! Blast through waves of zombies with your powerful iron engines, wreaking havoc with power-ups like Fire Train and Mass Death!

Your object of the game is to stop the zombies from grabbing the brain prize. The game is a really fast paced, no mercy game, where the zombies keep coming, and one mistake can lose the round. You constantly have to be on your toes.

How many kills can you rack up? :)

[youtube]http://www.youtube.com/watch?v=DDukV16iNoM[/youtube]

Features:
  • Addictive arcade action!
  • 4 awesome game modes.
  • Acquire powerful upgrades, equipment and power-ups!
  • Simple pick-up-and-play tap controls.
  • Full Game Center integration with Achievements and Leaderboards.
  • Fully optimized for iPhone 5 and retina.
  • iCloud support - sync automatically to all your devices.
  • And more!

Android, Mac, PC and Ouya versions coming soon :)

5
Support / Re: Pixel-perfect on Bilinear on Device
« on: December 27, 2012, 11:17:24 am »
Update: This was an issue that only happened on sprite atlases that are larger than 512x512, and was fixed by using the newest version 1.90. Thanks again for the fast fix! :D

6
Support / Re: Pixel-perfect on Bilinear on Device
« on: December 26, 2012, 02:01:07 pm »
Thanks for the fast reply! Sent an email now :)

7
Support / Pixel-perfect on Bilinear on Device
« on: December 26, 2012, 10:56:37 am »
I'm having trouble getting pixel-perfect art on actual devices when using bilinear. It appears slightly blurry. It works perfect in the editor or PC/Mac standalone builds, it's 100% pixel perfect there, but on my iOS devices or Android devices its blurry.

Attaching a screenshot taken of my Galaxy Nexus (1280x720) of tk2d_demo 11, where you can see the hearts are blurry.

I've made sure of everything I know of that could effect this:
  • Atlas and all textures are Advanced, mipmaps off, not resized (non power of two), uncompressed format.
  • Quality settings on Android/iPhone set to Good, tried Fantastic too, and made sure both of them have Texture Quality set to Full Res.
  • Tried using both tk2dCamera, and regular camera with ortho value of half of native resolution.
  • I'm making sure that it's not scaling it up based on the device's resolution. I'm taking a screenshot from the device, and comparing it with the original PNG version, and they are exactly the same size, just the device's version is blurry.
  • Made sure position of the objects are rounded to int's, e.g. 0,0,0. Also tried setting it to -0.5,0.5 because of the half-pixel issue (but that's just on DirectX 9 I believe).
As the screenshot shows, it happens not just in my own projects, but also the tk2d demo projects.

I know that it should work to get things pixel perfect using bilinear, because it works fine in NGUI on devices (in my game I'm using NGUI for all GUI, while 2D Toolkit for game itself), but I'm having trouble getting it to work on devices in 2D Toolkit...

To reproduce it, I'm just opening tk2d_demo 11, making sure it looks pixel perfect in the editor, then building Android version and running it on my device, and using Android SDK's DDMS to take a screenshot from the device, and comparing it with the original PNG version of the heart.

8
Support / Re: Expanding TileMap's Alt to copy from all layers
« on: August 22, 2012, 08:53:03 am »
Ah, awesome, thank you! :D

9
Support / Expanding TileMap's Alt to copy from all layers
« on: August 21, 2012, 11:27:38 pm »
Using the 'Alt' key on TileMap to copy/paste tiles is a great time saver, I use it all the time.

I was wondering if it's possible to add e.g. a Shift + Alt combination that would copy the selected tiles from ALL layers, then paint it on all layers. This would be awesome as I got about 5 layers in my TileMap now, and if I want to copy e.g. a house, I need to go over all the 5 layers and copy them separately to get all the pieces (as I got a ground layer, ground overlay, items layer, wall layer, wall overlay etc.).

Thanks!

10
Support / Re: Tilmap editor - Black lines flickering
« on: July 24, 2012, 04:07:43 am »
Ah, for me it only happens on chunk boundaries as well.

For some reason it happens very randomly in my project though. I'm moving around the camera, and some times it happens, but since it happens randomly I unfortunately haven't been able to make a reliable repro case for you.

I have it setup to be orthographic camera, 320 size, 1:1 pixel perfect, all tiles have Extend, mip map off.

11
Support / Re: Tilmap editor - Black lines flickering
« on: July 23, 2012, 05:07:34 am »
This also happens in my project.

Please let me know if you want me to send a repro project as well, or if you've found out the problem :)

12
Support / Re: Strange tilemap bugs
« on: July 09, 2012, 09:37:35 am »
I've noticed this too, that any prefabs referenced in the TileMap gets duplicated when I'm switching from PC/Mac platform to Android (or other platforms) inside Unity, or the other way around.

It's probably caused by the same problem you guys are talking about, but thought I'd mention it just in case it's something else causing it.

13
Support / Re: Setting data to individually placed tiles in TileMap
« on: June 30, 2012, 02:35:10 am »
Yep, I was afraid it could be memory expensive. An alternative would be to use a List<TileData> list that only contains references to tiles you've set with data, but that might require you to re-code certain parts instead of utilizing what you already have in place.

Your suggestion sounds very good though and for my use it would work great. It will most likely be a lot easier to implement too than what I suggested as well, so if possible it would be awesome to have that feature!

Thanks :)

14
Support / Setting data to individually placed tiles in TileMap
« on: June 29, 2012, 04:13:52 am »
First I just want to mention that 2D Toolkit and TileMap is great, perfect for my needs! There's one issue that I'm wondering how to work around in the best way.

Let's say I have a tile set to a Prefab, e.g. a treasure chest, and I place 3 of them on a tile map.

I'd like to somehow be able to set the data of the 3 placed objects differently. E.g. chest 1 should contain 150 gold, chest 2 contain 50 gold and chest 3 contain 75 gold.

I know I can set the Data of the individual tiles, but that data will then be used for all placed tiles of that type, so in our case, all chests would always contain e.g. 100 gold. I could have 3 different types of tiles in my SpriteCollection, all looking like chests but have different data (gold amount) on them, but that's not the optimal solution.

When drawing the tiles on the TileMap, perhaps a suggestion would be to somehow set the data for each individually placed tile there. A simple system like "String, Float, Int" would work fine for my usage. So basically when painting the tilemap, next to "Brush, Random, Edged" or something, you could possibly add a "Data" button, and when you tap on a tile it opens a "Enter Data" window, where you can insert a String/Float/Int.

To help see which tiles you have already placed data on, you could show a small icon in the top/left corner of those tiles. I could then make the Prefab lookup which Tile it's placed at, and fetch it's the data, and use that.

I can work around this issue though, but the more I use TileMap, it gets more and more awesome & the more cool stuff I want to use it with that would require something like this :) I'm planning to add teleporters to levels in my current game, and setting their data (e.g. tiles with Teleporters with data "ID01" will teleport from and to each other) would be perfect. It would be great for things like enemies too, I could easily have one tile/prefab for an enemy, and set his data/health to customized values.

Thanks!

15
Releases / Re: 2D Toolkit 1.75 beta 3
« on: June 12, 2012, 01:27:36 pm »
I'll put this in the next build. I've had more than one request for this, and its easy enough to implement.

Awesome, thanks! :D

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