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Messages - MetalGreg

Pages: [1]
1
Support / Re: Sprite quality drop.
« on: June 03, 2012, 01:01:28 pm »
Did you check that your sprite position X and Y are integers ?

2
Support / Re: Sprite quality drop.
« on: June 03, 2012, 03:55:06 am »
Hello, I know that feel GamezFactory.
Don't flip your table, just find your atlas0 and overide it to 2048 !

3
Support / Re: Font as Premultiplied Alpha ?
« on: June 03, 2012, 03:42:14 am »
Ok finally made it work !
Quote
This is a bug in the current version. It only happens when you create a sprite collection with no sprites (and just a font). An easy fix for now is to drag in a really small sprite into the collection, and then add the font.

Premultiplied Alpha works as expected.

And surprise, this allow me to put multiple fonts together !

Thanks !

4
Support / Font as Premultiplied Alpha ?
« on: June 01, 2012, 03:21:14 pm »
Hello ! Is that possible ?
I also tried throught a SpriteCollection but without succ?s.

5
Support / Re: tk2dButton
« on: May 26, 2012, 03:11:47 pm »
Maybe you could make that the function we call have a GameObject parameter ?
It's not a top 1 priority but it would save some lines for sure.
Quote
public void ButtonEvent(GameObject YouClickedThisOne){}

6
Support / Re: Blurry Texture with Premultiplied Alpha Texture
« on: May 22, 2012, 05:42:54 pm »
Could you tell us more about Premultiplied Alpha atlas ?

What is it designed for ? When to use it ?

What would be the difference regarding performance on the iPhone?

8
Haven't tried it yet but using this you should be able to achieve what you want.

9
Support / Re: Blurry Texture with Premultiplied Alpha Texture
« on: May 20, 2012, 06:44:29 pm »
I just figured out my lake of logic on this little "problem"  ; )

10
Support / Re: Blurry Texture with Premultiplied Alpha Texture
« on: May 20, 2012, 04:21:59 pm »
Updates:
  • Sprite width and height are made of even numbers.
  • Quality Setting is set to maximum and the result is the same, even when i build and run the game
  • This result is actually the same with non premultiplied alpha textures
  • I usually set my altla is set to [overide Standalone] -2048 -TrueColor to avoid artefacts
  • Figured out that my sprites get blury when position.x or position.y are even numbers.
    So in this case i shall use intergers odds numbers to position my sprites, to get them pixel perfect
  • This actually depend on the sprite size, but there is definitly something with positioning with evens and odds numbers

11
Support / Re: Blurry Texture with Premultiplied Alpha Texture
« on: May 20, 2012, 04:01:49 pm »
Yes, and i use to stay in the tk2dCamera.
Quote
[Resolution Overide]
Size: 1
     Element 0
     X: 480
     Y: 320
     Scale: 0.5

12
Support / Blurry Texture with Premultiplied Alpha Texture
« on: May 20, 2012, 03:29:29 pm »
Hello, 2D ToolKit is an awesome addon to Unity, great work !

I had some alpha transparency troubles at the bounds of some of my sprites, so i decided to go for a premultiplied alpha atlas, wich saves me a lot of time rather than playing with Photoshop export for hours.

It works great in 960*640, however i noticed that my sprites get blurry in 480*320.
It seem sprites need specific sprite positioning sometimes its depending on where they are on the screen, to not get blurry.

For example:
  • My Sprite_A(1) at X200 Y200 is blurry.
  • My Sprite_A(2)  at X200.7f Y200.7f  is ok.
  • Somewhere else on the screen you could get the opposite result.

It also does the same inside and outside of the tk2d camera.

Do you know how i can prevent that to happen ?

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