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Messages - Kalagaraz

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1
Support / Re: tilemap surface properties
« on: September 17, 2013, 02:38:51 pm »
The reason it isn't per tile is the overhead. The system is built to scale to really large tile maps, and this sorta thing adds fairly significant overheads to the whole thing. You can still use prefabs and tweak values per prefab if you don't need to modify too many tiles though....

Can't do something like "Tiled" which has an object layer? You can make objects of arbitrary size, and set a "type" which you can interpret however.




Not that I'm in a hurry to have this as a feature or anything, just would be a nice feature I think.

2
Support / Re: tilemap surface properties
« on: September 17, 2013, 02:01:06 pm »
Each tile type can have data attached to it - string, int and float. You can use these to represent whatever you want.

Set their values in the tilemap editor (Data tab) and when the character is over a tile read in the appropriate value using GetTileInfoForTileId and act accordingly.

Would be nice if we could do Per tile though, not per tile type. You can kind of hack it though by putting multiple of the same tile in the collection...

3
Support / Re: Saving TileMaps
« on: September 13, 2013, 08:31:31 pm »
Nevermind, got my saving and loading working pretty decently. Found out I can use Resource.Find...  to get the scene object directly and modify it. So now I can load and save maps while in the editor.

Also, not sure if it's a bug or not. But apparently GetTile and SetTile will work outside the bounds of map for a limited amount...When Loading map back I accidently swapped my mapwidth and mapheight variables and ended up writing part of the map outside the bounds and couldn't get rid of them lol.

4
Support / Saving TileMaps
« on: September 13, 2013, 06:32:46 pm »
Is there an easy way to save tile maps and reload them?

What I'm doing now is just looping through the tiles and storing the ID to an array in a scriptable object and then saving it to disk. Then loading it back and just calling SetTile() for each element etc...

It's kind of hairy though, for one I can't use GetTile() when not in play mode, so to save I have to start the game.

Just wondering if there is a better method?

Probably just be easier to start used Tiled and TMX :)
Nope...only loadable in editor. I need to be able to load them in game.

I need to be able to load lots of different ones relatively quickly.

5
Support / Re: TileMap Questions
« on: July 16, 2013, 08:50:13 pm »
Pretty sure the 2.1 scratchpad feature will handle both of those, yes.

Select all your 'x' and 'o' tiles using the rectangular picker as normal, and paint them into a new scratchpad. Name it 'tree' or whatever. Then use the eraser/delete like normal to remove the 'o' bits from the tiles in the scratchpad. Then you can 'select all' on the scratchpad whenever you want to paint the tree. All your scratchpads are saved between sessions.

Yep, perfect. Thanks  8)

6
Support / TileMap Questions
« on: July 15, 2013, 02:16:47 am »
Couple questions regarding tilemaps:

1. Is there a way to do non-rectangular brushes? Would make painting things like trees etc... easier. Like say I have a tree in my tile sheet represented by the x's and o's are different tiles non-related to tree. I can select all the tiles with ctrl+click, but it just adds them to a list for random painting rather than a group brush.

ooooo
oxxxo
oxxxo
ooxoo
ooxoo

2. Is there a way to save brushes? (So when I have to paint trees again...)


Thanks.




7
Support / Re: Designing for Multiple Resolutions
« on: May 27, 2013, 04:05:11 pm »
"What is the best target resolutions these days?"
Depends on what you're working with. What are you targeting, realistically? Apart from designing specifically for each interface, everything else is going to be different levels of compromise.

Starting with the lowest resolution is the best option for the highest quality, as scaling up won't reduce quality in most cases - you're displaying MORE information after all, but scaling down will.

If you don't want letterboxing, you will have to either:
1. Design your game to work with more or less information on different devices, i.e. you will see more or less of the scene.
2. Scale to fit - obviously losing quality because of non uniform scales. But you will show the same data on all devices... I'm not a huge fan of this, I think it looks horrible.

Stick to a max of 2048 atlases if you want to support the largest number of devices.

So what image sizes do you generally classify as 1x,2x, and 4x?

I'm doing a puzzle game, so what I was thinking I could have my artist just design a slightly different game board for each aspect ratio, and keep the actual content of the game centered. That way game looks like it was specifically made for whatever device. But I'm not sure what the most common resolutions / aspect ratios I should be targeting are.  What do most of the "top paid" games do on android market?

Thanks

8
Support / Designing for Multiple Resolutions
« on: May 27, 2013, 01:22:34 am »
So I'm curious what is the best way to design a game to work on as many devices as possible (Phones, Tablets, Etc...)? And what are the best sizes for SD and HD images? Should I have a 3rd set for tablets with really big screens? ( For example should I have 256x256, 512x512, and 1024x1024?) or start smaller like 128x128 etc.. etc...?

I'm not really a big fan of "letter boxing" as that is just wasted space, but I would like my game to appear almost identical on all devices.

I'm really confused on how to setup 2D Toolkit to work for as many devices as possible. If anyone can clarify I'd appreciate it.

EDIT: Okay from reading various forum posts it seems the best workflow is to design the game around the lowest supported resolution. What is the best target resolutions these days?

Thanks,
Kalagaraz

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