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Messages - Siddharth3322

Pages: [1] 2
1
Support / Re: Add multiple languages for text
« on: December 17, 2014, 12:09:00 pm »
I understand what you said.
At present, I am using .png and .fnt file for English language.
So as per your suggestion I need different .png and .fnt file for multiple languages.
Am I right?

2
Support / Add multiple languages for text
« on: December 17, 2014, 11:30:22 am »
For my game, I want to add support for multiple languages such as french, chinesse etc.
At present game exist in english language.

What to do from here? I have created all texts using tk2dTextMesh component. I need your help in this.

3
Support / Re: Find which button call click method
« on: November 30, 2014, 08:01:36 am »
Thanks for your reply.
I have searched for tk2dUIItem parameters but I can't able to get it.

https://www.dropbox.com/s/ve8p1b1b4gmmqqc/Screenshot%202014-11-30%2013.27.52.png?dl=0

I have also read tk2dUIItem script but in that I can't say any parameter variable. So you have to give some more help to me.

4
Support / Find which button call click method
« on: November 28, 2014, 01:45:46 pm »
For my game, I have level selection scene and it contains 30 buttons in it.
In each button I have added Tk2dUIItem script to it. This script's Target contains scripts that contains click methods in it.
This script's OnClick parameter combo box I have selected method that this button need to call.

At present the condition is, I have to create thirty methods for each button. As per my assumption this thing is wrong so if I can able to know which object calling this method then only single method become enough for me.

If you have any better way to implement this situation then please give some help.

5
Support / Re: Sprite Collection with Scene dependency
« on: May 26, 2014, 02:48:29 pm »
I understand what you say.
But I am little surprised after reading above post.

Actually using DontDestroyOnLoad will keep texture in device memory.
Is it true? Please give some explanation about this.

6
Support / Re: Sprite Collection with Scene dependency
« on: May 26, 2014, 06:21:11 am »
Sorry but I want to ask one more question that I forgot yesterday.

For example, I have one sprite collection of 2048 size for whole game and I have followed scene based approach for developing game.
So each scene use same sprite collection. So loading and unload of this sprite collection happened on each scene change or not??

And if loading and unloading happen on each scene change then I don't want to perform this. I want to keep this sprite collection in memory then what to do for this?

7
Support / Re: Sprite Collection with Scene dependency
« on: May 25, 2014, 05:15:52 pm »
So if I prepare different sprite collection for each scene then I got benefit that unnecessary collection not get loaded.
Because that sprite collection's sprite not present in screen.

Am I understand right in this?

And one more thing, thanks for your replies and I always get reply from you.

8
Support / Sprite Collection with Scene dependency
« on: May 25, 2014, 12:11:08 pm »
I have pretty basic question but answer of this clears my mind very well.

If I have multiple sprite collection and used it for different scene then each get loaded at same time or not?

I don't perform any loading and unloading task. So what is default behaviour of sprite collection?

9
Support / Re: Same size and position in graphics change
« on: February 12, 2014, 04:41:55 am »
@unikronsoftware, sorry about this repost. But for long time I can't able to solve my problem. If you point some example that it become useful to me and other member also.

10
Support / Re: Windows Phone 8 Keyboard Issue
« on: February 05, 2014, 12:30:09 pm »
This thing also work for me.

11
Support / Re: How do camera overrides scale?
« on: February 01, 2014, 05:56:15 am »
I want help in same thing. We already discuss the same thing in following post if you grab information and help you then help me. Because at present I can't able to achieve my target.
http://2dtoolkit.com/forum/index.php/topic,3508.0.html

12
Support / Re: Multiple Res Unity Projects - Need Guidance
« on: January 31, 2014, 07:49:36 am »

With a tk2dCamera - it will attempt to make everything you see in the game window 1:1 all the time. So, if you have a 2048x1536 image, it will ALWAYS display at that size on any device. In your example, when running at iPad1/2 native res, you'll see only a quarter of the image. The origin of the tk2dCamera is the bottom left of the screen, so you'll see the bottom left quarter of your image. In order to get this to display to fill the screen here, you will need resolution overrides for 1024x768, and set the scale to 0.5 there. Thats telling Unity to display everything at 0.5x at 1024x768. Everything will then fit the display. On iPhone4, you'll see a cropped 960x640 image there, unless you use a resolution override.


How to do this? Please I want some information on this.

13
Support / Re: Same size and position in graphics change
« on: January 29, 2014, 12:54:40 pm »
Reading last few posts given by you. I think that I have to create textures of size 512x512, 1024x1024 and 2048x2048.
Then which platform texture need to be loaded decided based on device screen resolution and dpi. Am I right in this case?

14
Support / Re: Load and Unload Texture Atlas
« on: January 29, 2014, 12:50:29 pm »
Thanks for your reply. Previously I am working with Andengine.
I don't have more experience with core unity principle also. I want to know more about this so where I can able to get more information?

If it is a core unity feature then I also want to know about it so that I can able to grab working of unity engine.

15
Support / Re: Same size and position in graphics change
« on: January 29, 2014, 05:48:29 am »
When I switch my current platform to iOS then why my texture of size 1024x1024 become 1024x768 in size?
If I switch my target platform to any other then what changes occur?

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