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Messages - Jon

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Support / Re: A few questions before buying (For an RPG)
« on: November 06, 2013, 12:20:39 pm »
That depends on how you create it. Unitys asset management is very straightforward for trivial uses which is part of where its appeal lies, but when you try to do complex things with it it can get in your way. FWIW, substantial amounts of tk2d code is simply working around things in Unity...

What do you mean?

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Support / Re: A few questions before buying (For an RPG)
« on: November 06, 2013, 12:06:50 pm »
Thanks for the fast reply. I'm still doing my research, but it looks like 2dtk is right for me. I just need to see how Futile works out for me, since I prefer a code focused approach. The lack of Futile's documentation, community, etc. makes 2dtk ideal, though, as long as I can do near everything in code using 2dtk.

As for resolution, does the entire world stay in memory by default? That's why I figured resolution would be an issue, sprites / tiles not being loaded and all that.

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Support / Re: A few questions before buying (For an RPG)
« on: November 06, 2013, 10:08:32 am »
Yes, our main target is mobile. But that's not a bad thing - most mobile specific optimisation tends to give performance gains on PC too :)

Alright, hope so :). My main concern with the mobile centric approach is the resolution issue. How well does 2dtk handle high resolutions, and resolution changes? I.e. 1920x1080, changing fullscreen/windowed, lowering down to 800x600, etc..

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Support / Re: A few questions before buying (For an RPG)
« on: November 05, 2013, 12:24:41 am »
Thanks for the quick reply. I have one more question:

Is 2dTK designed primarily to target mobile? Because I'd kind of like to only target PCs, but it feels like you guys focus on mobile rather than PC.

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Support / A few questions before buying (For an RPG)
« on: November 04, 2013, 06:37:54 am »
I asked a few questions over on the Unity forums, however the post wasn't directly related to 2dtk and didn't get much attention, so I'm reposting it here with a few more questions:

Quote
I'm considering giving Unity another chance, however I have a few questions beforehand:

  • How easy is it to make a top down 2d game in Unity3D?
  • Is it possible to make a procedurally generated 2d (Top down, of course) game using the free version? I don't plan on making use of scenes for levels, but rather creating the entire (Fairly large) worlds on the fly. I already know all of the logic behind doing something like this, just not with Unity. From what I've read in the past, it sounds like I have to load every single asset I plan to use in the world ahead of time, which obviously isn't ideal... Or am I wrong? I'd be really interested in any articles or tutorials regarding this. Or just experiences.

Now for some more questions:
  • What kind of performance can I expect given my game type*? Unity's rendering engine doesn't really seem designed for 2d, so I'm a bit concerned.
  • What's going to happen to 2dtk when 4.3 comes out?
  • I looked through the showcase forum a bit, however most of the games I found were platformers... Are there many, if any, top down 2d games made with 2dtk? If so, where?
  • Is it possible to apply shaders to portions of the map? I.e. water tiles with shaders applied.
  • How well does 2dtk do with loading and unloading resources on the fly (In Unity free)? Obviously with a procedural world it'd be a bad idea to load everything at once.


*I plan on using 2dTK to make a top down, Zelda: A Link to the Past style RPG, but procedurally generated (Completely in-code). Ideally with huge world sizes.

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