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Messages - monoclesociety

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each tk2dSprite you create in that manner will have a collection associated with it. You can get to it by using sprite.Collection

I'm assuming this is the code that would get me started:

http://2dtoolkit.com/forum/index.php/topic,3671.msg17641.html#msg17641

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So then for each tk2dSpriteAnimationFrame I would have to associate the collection? I'll look at the previous example, and come back with sample code for a solution so that way anybody else will be able that needs it will have it :-D

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I have an array of 12 sprites that I create with a with tk2dSprite.CreateFromTexture. I would like to be able to dynamically create a tk2dAnimation and add them these sprite to it. I've seen some code before that uses a tk2dSpriteCollectionData, but not sure if that would apply.

Thoughts?

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Support / Sprite Quality and Collection Size
« on: April 22, 2014, 09:35:31 pm »
So it appears that after I add a lot of sprites to a sprite collection (over 100), each at 192x192, the quality goes down further and further the more and more I add. However, if I only add a little (like 10), the quality is perfect and no problems what so ever.

Is there a reason for this? Could this be a bug?

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Support / Re: Sprite Collections and you...
« on: April 17, 2014, 06:44:13 pm »
True, and I'm used to having to make those decisions in the games I make. I guess I'm wondering if there is anything that I wouldn't know because I didn't make 2DToolkit ;-)

Also, the issue of prefabbing but with different sprite collections and sprite animations is the one i'm curious the most about.

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Support / Sprite Collections and you...
« on: April 17, 2014, 10:55:36 am »
So I’ve been getting used to 2DToolkit for a while now and I have to say, it’s fantastic! the multi-platform asset support is a killer feature.

I don’t have any issue with 2DToolkit in regards to collections or animations, but I do have a bunch of questions and a dilemma. First the delima:

I am making a game that is a matching + bejeweled like game. You start out with a grid of donuts, as seen in Fig. 1. Once you tap on them they flip over to show a unique donut. When you get past the current level and go to the next, we add in more unique donuts (see: Fig. 2). We originally put the first 6 donuts in a single sprite collection, however now that we have many more to add in, we’re noticing that we’re going to run out of 4096x4096 for that collection.

1. Is there anything to gain from having all donuts in a single collection?
2. Would it make sense to have another collection with a bunch of other donuts in there? (keep in mind that all donuts will be used as time goes on)
3. Is there any problem in having every single donut animation in a single animation collection?

Also, we created unique prefabs for each donut, but realized that we should do object pooling. We’re thinking of using one prefab for the donut, and switching the collection/animations, but it brought up these questions

4. When we change the animation, it changed the sprites displayed. Is there even a reason to change the default collection programmatically?
5. am i going to dramatically increase the draw calls if i put each donut in their own sprite collection?

Below are screenshots to illustrate what I mean:

Fig. 1


Fig. 2

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