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Support / Re: Max number of tile map layers
« on: August 04, 2016, 02:30:10 am »
Thanks for the reply. I was thinking of using different layers for tile transitions. Though it is possible for there to be quite a few on a space. In practice there should only be a couple overlaps per tile so sounds like it will work out just fine.

Also because the map is static without colliders, even if it were slow, the cost would only have to be paid once per buildMap call, not every frame if I understand correctly what is going on under the hood

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Support / Max number of tile map layers
« on: July 16, 2016, 05:56:37 am »
Is there a recommended max number of layers in a tile map that can be used before performance starts taking a hit?  Just a ballpark number, half a dozen, twenty, Fifty, more?

Assuming a tile map roughly 30 x 30.

What have others been able to get to work without problems?

Thanks

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Support / Re: Flipping an Animated Sprite
« on: December 04, 2013, 08:06:17 pm »
From your error message, it looks like you are using a capital 'T' instead of lowercase to reference the 'transform' property.  If that is the case, switch it to a lower case 't'.

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Very happy with my choice to purchase 2D Toolkit, I had the tilemap setup and working with tile data loaded in code in a snap.


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Thanks for the quick reply, you just got yourself a sell.

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Support / Sharing Animations between different sprites and quick Tilemap Q
« on: December 03, 2013, 09:04:17 pm »
Just two quick questions about the toolkit.

Is it possible to change out the frames used in an animation?  (I am working on a strategy game, which has a Red and Blue team with the same units and graphics except for the color, and I would like to only have to define an animation once and apply it to the matching unit on each team)

Is the Tilemap an Editor only construct, or is it useful (and possible) to use in code?  (wondering if it gains any of the same benefits as your static sprite batcher, or if under the scenes you are gluing the vertex of each tile together to prevent any seams from showing).

And if the answer to the above is no, can you apply a static sprite batcher to a set of sprites created at runtime (from a loaded map) rather than in the editor?


Thanks for your time.

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