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Messages - Ceraph

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1
Support / Re: Creating Sprite Collections and Animations on Runtime
« on: November 21, 2013, 12:05:39 am »
Thank you for the suggestions, I will look into those possibilities.

2
Support / Creating Sprite Collections and Animations on Runtime
« on: November 20, 2013, 04:37:40 pm »
Hello, I'm currently working on a dev tool for our project that our artists can use to create new entities in our game world. All of the entities of our game exist as entries in a database and the assets for these entities are stored on our server. As such I need to download the sprites from the server and generate my sprite collections and animations on runtime. I've found useful information on how to generate sprite collections in code here and here but these seem to be for rolling custom Sprite Collection generation in the editor. The largest problem I'm running into is the fact that tk2dSpriteCollectionBuilder is in the Editor folder and thus not included on runtime by Unity. Is there any way to generate a Sprite Collection on runtime? Alternatively, is there some way of including Editor scripts on runtime that I'm missing?

Thank you in advance.

3
Support / Re: Scrolling Backgrounds Impacting Performance
« on: July 31, 2013, 09:14:16 pm »
Thanks for the heads up about the shader, I will have to look into that!

4
Support / Scrolling Backgrounds Impacting Performance
« on: July 30, 2013, 09:22:59 pm »
Hello, I am working on a runner for mobile with parallax scrolling backgrounds and I had some questions about the best way to display scrolling backgrounds with the lowest impact on performance. I have tried two different setups with very different impacts on performance.

My original setup was to have the entire background cut up into as large images as possible and put together in the scene. The camera would follow the player and pan across the background without ever having to actually move it.

The second setup is largely the same and still has the moving camera and stationary background. The background is fairly simple and is mostly just a solid color that changes every few hundred pixels, so to save memory I cut up the background into several 16x16 images that served as color swatches. I made a sprite for each color section and resized the sprite X and Y (using the TK2D Sprite component in the inspector) to stretch across the length of that background segment. The end result was a change from 2 large, unscaled sprites to around 25 smaller images scaled up 45x and 50y (only 2 of which are visible on the screen at any given time). The second method resulted in a significant reduction in performance (tested on the iPhone 4). I didn't scale the sprites with Unity's transform panel so I'm really not sure why the second method performed so much worse than the first. If anything I would think that using less RAM would increase performance. Any thoughts?

5
Support / Re: Creating Custom Fonts
« on: May 24, 2013, 03:55:02 pm »
We were able to write our own method inside tk2dFontBuilder to work with the generated XML, thanks for your help!

6
Support / Re: Creating Custom Fonts
« on: May 22, 2013, 10:46:44 pm »
here is a sample of what it's generating. It looks like it's standard XML and not FNT formatting.

<font>
    <image>DeepDive.png</image>
    <size>40</size>
    <spacing>1</spacing>
    <leading>0</leading>
    <symbol>
        <char> </char>
        <x>152</x>
        <y>272</y>
        <width>18</width>
        <height>34</height>
        <offsetx>0</offsetx>
        <offsety>0</offsety>
    </symbol>
    <symbol>
        <char>!</char>
        <x>420</x>
        <y>220</y>
        <width>25</width>
        <height>35</height>
        <offsetx>0</offsetx>
        <offsety>0</offsety>
    </symbol>
    <symbol>
        <char>"</char>
        <x>489</x>
        <y>169</y>
        <width>25</width>
        <height>35</height>
        <offsetx>0</offsetx>
        <offsety>0</offsety>
    </symbol>
    <symbol>
        <char>#</char>
        <x>557</x>
        <y>169</y>
        <width>25</width>
        <height>35</height>
        <offsetx>0</offsetx>
        <offsety>0</offsety>
    </symbol>
</font>

I have also tried using Shoebox but I'm having problems getting it to recognize my characters properly.

7
Support / Creating Custom Fonts
« on: May 22, 2013, 08:24:34 pm »
Hello, we are working on creating our own original bitmap font for our game. The font itself has detail and shading on it, so I cannot create a ttf file from it. I also cannot use BMFont to generate the bitmap font file (unless I'm missing how to start with an image and define the font from that).

I tried using this program: http://code.google.com/p/fonteditor/

Unity did not like the XML that it generated and I get the error "Font parsing returned 0 characters, check source bmfont file for errors" when creating a tk2d font from the XML. Are there any programs that 2D Toolkit supports that will allow me to define the font one character at a time?

8
Support / Polygon Collider Not Generating
« on: May 13, 2013, 03:21:39 pm »
Hello, I'm fairly new to Unity and 2D Toolkit and I'm having some problems getting the polygon colliders to work. I'm currently only trying to get it to work against box colliders, which from what I've read should be fine without using convex colliders, though I have tried checking "convex" and it still didn't work. I've followed the tutorial and as near as I can tell the polygon collider is not actually being generated when I commit the sprite collection. I've attached a few screenshots to illustrate this but when I create the polygon shape in the editor it looks fine. Then when I go to the 3D view I don't see it around the sprite, like it does in the example screenshots. I've also included the properties of the rigidbody and box collider in the screenshot in case that has something to do with it.

If you need any more information please let me know.

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