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Messages - Game Whiz

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1
Support / Re: Play automatically doesn't work in prefab
« on: September 10, 2012, 05:18:08 pm »
Updated to latest version and problem fixed.

2
Support / Play automatically doesn't work in prefab
« on: September 10, 2012, 05:13:14 pm »
Hi,

I have an animated sprite with Play Automatically checked that behaves normally (i.e. the animation starts automatically). If I convert that game object to a prefab, the animation stops starting automatically.

Is this a "feature" or a bug?

BR,
Alex

3
Support / Re: Sprite material
« on: May 08, 2012, 10:09:40 am »
Just noticed the material field in the sprites. Everything is working now :)

4
Support / Re: Sprite material
« on: May 08, 2012, 09:58:16 am »
Hi,

I just upgraded to 1.7 but this issue seems to remain. Is there anything I should do to disable material updates or did you miss this for this release?

BR,
Alex

5
Support / Sprite material
« on: April 13, 2012, 02:13:32 am »
I've created a new opaque material, based on an existing atlas, so that I can render opaque sprites in a sprite collection. When I attribute the material to the sprite in the editor everything works. As soon as I'm running my game, the material changes back to the original material.

I've traced it to the UpdateMaterial method, which I've "corrected" only to update the material if the material is null. Could you please include a flag or some other means of being able to specify that I don't want the material to be overwritten?

BR,
Alex

6
Support / Re: Multiple atlases for multiple resolutions
« on: April 12, 2012, 10:31:06 pm »
Solved my own problem by padding with 16 pixels, which makes all the sense in the world, since I'm downsizing from UHD to SD.

7
Support / Multiple atlases for multiple resolutions
« on: April 12, 2012, 10:16:34 pm »
Hi,

In NGUI there's the concept of a "dummy" atlas, an atlas that is merely a reference to another atlas. This way, at runtime and based on the device's type/resolution, I can point this dummy atlas to whatever atlas fits my needs.

I've looked around for a similar concept in 2D toolkit but can't find anything. From what I've read I'm supposed to design at the highest resolution and then allow 2D Toolkit to scale down. Is this correct? What is the most common approach to this problem in 2d Toolkit?

I've createad a tk2dcamera, set it up with size=1536, resolution override = 2048x1536 and forced resolution in editor and in this resolution all my sprites, particularly my diced sprites looked good.

Then I switched atlases manually, from an  ultra high resolution iPad 3 atlas, to an hd iphone atlas, and while most things work fine, diced sprites got filled with seams. This tells me that there's probably a better approach that a 2D Toolkit noob like me isn't seeing :)

How can I switch atlases and avoid these seams?

Best regards,
Alex

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