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Messages - Grebenots

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Support / Re: Weird transparency question
« on: May 20, 2013, 03:20:11 pm »
What I ended up doing, is create a child cloud with alpha 255 and put it behind the other cloud but in front of the sun.  It still allows the top cloud to be transparent to the tree and also hides the sun.  It however messes with the transparent look when it's just over my background, but overall, it looks good.

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Support / Weird transparency question
« on: May 20, 2013, 04:12:55 am »
You might not have heard of this before.

I have 3 sprite layers if you will (not layers, but 3 sprites with different z values).  Anyways, we will call them (tree, cloud, sun).  Now tree is always to be in the background.  The cloud, will travel horizontally across the screen in front of tree, with it's child the sun, completely hidden behind it.

Now the cloud needs to have transparency, because the tree needs to be seen through the cloud.  However, the sun needs to remain hidden behind the cloud, despite this.

Is there any way to do this?

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Support / Re: Sprites, Atlases and memory management
« on: April 24, 2013, 06:24:37 pm »
At any rate, it's not a big deal.  I have a standard Resources.Load working fine.

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Support / Re: Sprites, Atlases and memory management
« on: April 24, 2013, 05:12:20 pm »
Making some progress here, however:

When I use , mySpriteCollectionData = tk2dSystem.LoadResourceByName<tk2dSpriteCollectionData>("ColorTiles");

I get the error:

Cannot infer generic arguments for method 'tk2dSystem.LoadResourcesByName.<T>(String)'.  Provide stronger type information through arguments, or explicitly state the generic arguements.

I'm not sure what that means.  Loadable asset is ticked and committed in the sprite collection as well.

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Support / Re: Sprites, Atlases and memory management
« on: April 24, 2013, 03:58:49 pm »
Good to know!
One last thing.  Does merely having a tk2dSpriteCollectionData variable in the inspector actually load the sprite collection into memory?

For instance,

My single sprite has,

var myColorCollection : tk2dSpriteCollectionData;
var myAnimalCollection : tk2dSpriteCollectionData;
etc etc.

However, this single sprite only ever has any one of those collections loaded at any given time.  Will this keep only the active collection in memory so long as I unload unused assets, or does having those variables gum things up?

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Support / Re: Sprites, Atlases and memory management
« on: April 24, 2013, 02:53:04 pm »
In my case, I have just 1 sprite that is being used to display one of the 300 or so tiles(from 6 or so collections).  Would changing this sprite's collection and spriteid, then unloading the unused assets, work the same way?

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Support / Re: Out of memory?
« on: April 24, 2013, 01:04:55 am »
This is in relation to http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,1251.msg7357.html#msg7357 as well.

I am basically making a tile matching game with a metric ton of large tiles.  There is a flash card mode where you can just cycle through the tiles.  Everything is split between different tile packs, but if the user switches to all the tile packs, eventually the device runs out of memory.

This can definitely be solved with unloading atlas data when the user changes tile packs, but how do I do that?

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Support / Re: Sprites, Atlases and memory management
« on: April 24, 2013, 12:59:36 am »
Is there any functionality to unload a sprite collection/atlas manually?

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Support / Out of memory?
« on: April 20, 2013, 01:28:05 am »
I have a massive amount of large sprites in my app, about 300 separate 512x512 textures as well as some 2048x1536 backgrounds.  At any rate, I'm getting app crashes, which I'm guessing is because of a memory problem.

Is there any way around this?  Everything is running fine on the computer, but the app crashes without an error on iOS devices.

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