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Messages - harry hayes

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Support / Re: Correct workflow setup for multiple resolutions...
« on: April 17, 2013, 04:44:16 pm »
Thank you for clarifying the use of the software.

I have to say, your support is second to none. Unity gave artists like myself a unique opportunity to become an indie developer that just wasn't possible before. This must be frustrating for yourself though when you're answering questions that must seem obvious to you. I'm going to go through all of your videos and documentation again to make sure I thoroughly understand everything to keep your disruption down to an absolute minimum.

I answered a poll on the software recently, and like myself the vast majority of your customers seem to be new to Unity and the the 2D Toolkit. If I might make a suggestion here - If you ever have the time (probably doubtful) A basic grounding on the problems that occur from outputting to multiple devices might be added as a prequel to your documentation, and how the 2D Toolkit gets round it. This would be really helpful to new developers, giving them (and myself) a better understanding of why those functions are there.

The 2D Toolkit is like a huge missing chunk from Unity that should have been in there. Hats off to you sir!..

Thanks,
Harry


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Support / Re: Correct workflow setup for multiple resolutions...
« on: April 15, 2013, 11:20:49 pm »
Thank you, I understand the 1x, 2x concept now. So seemingly, there's nothing to stop me from starting now at the lowest resolution and adding the other resolutions later?

So the purpose of adding    tk2dSystem.CurrentPlatform = "2x";   before loading is to view it and deploy it as a 2x build, while keeping the other versions handy in the editor for subsequent resolutions?

But you'd have to release four versions to cover all the iPhone generations - I must have missed the point big time here. Or does all four builds go out in one with an auto detection script for the optimal resolution.

Also, still not clear why the 2d camera shuts out the target height and ortho.

Sorry to bother you with this - I realise you're a busy guy.

3
Support / Correct workflow setup for multiple resolutions...
« on: April 14, 2013, 06:11:38 pm »
What is the correct process is to setup a workflow for multi resolutions for ipad and iphone, - I'm sure this applies to android also.

This is the process as I understand it:

* Create the artwork at the highest resolution - so set a screen size of 2048 by 1536, and scale all other in-game assets to this.
* Export artwork 32bit transparent png.
* Import into game textures in Unity and set the target height in the sprite editor to 1536, ortho camera size to 1, and compression to reduced 16bit.

Then, setting the target height to 768, 960, 640 and 320 respectively and hitting 'Commit' in the editor will rebuild the atlases for all other hand held devices. I noticed though that if you tick the 2d camera checkbox these grey out - what is the significance of the 2d camera?.. wouldn't you still need to reset the atlas sizes?

Now...

From this point, do you have to make separate builds for each device, or do multiple resolutions build with as many as you want to group together? It must be the latter, because on the app store, you only see iphone, ipad or ipad HD.

If so, is this what you mean by 1x, 2x, and 4x in the Platforms tab because I couldn't grasp what this was about from the documentation alone.

Sorry to ask what might be an obvious question to some, but when you're starting out it can all be very confusing.

Thanks,
Harry

4
Support / Re: Poll 1 - Experience level
« on: April 14, 2013, 12:58:32 pm »
Hi...

Just my opinion, but it would be really useful if you would add sound to your video tutorials, either for showing the features or instruction. I appreciate that this may cause problems for other languages.

5
Support / Static Sprite Batching and Unity basic...
« on: May 02, 2012, 11:06:29 pm »
Hi...

I'm sorry if this is a stupid question, but does the static sprite batcher that comes as part of the 2D Toolkit suite still require a pro version to work, or will it work with the IOS and Android basic licenses?

Thanks,
AriLarikins

6
Hi...

I've thrown a quick test scene together to test the parallaxing with the perspective camera.

I've also used temporary images - I know the quality is rough, antialiasing etc. and blurry, but my main concern is that the Z index is very twitchey and parts of the scenery flash on and off or appear in the wrong order.

I can't find any setup of the perspective camera, only the short video on YouTube. All the info seems to centre around an orthograhic camera.

I've posted a webplayer to illustrate this. If you run the little guy the right the scenery appears, and then starts flickering and misaligning.

http://www.ari.me.uk/dev/unity/

Thanks,
Harry

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