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Messages - richicon

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1
Support / Re: Selecting an animation
« on: July 10, 2014, 02:20:35 pm »
thanks, with a small modification that helped a lot.
Animations per scene is not the problem, its that each scene has its own version of graphics and therefore animation.
we have about 13 scenes and probably about 30-40 anims per scene (as well as multiple clips per anim, but that's not an issue).

the modification I made was that our anims are named
Anim_SceneName_AnimName.

so I just split the name on '_' and grouped on the 1st 2 substrings.

I have now written some code so that if the only difference between animations is the sprite collection they come from (different graphics but same file names) then I can remap the animation on level load which will help a bit.


Another issue though, is that if an animation is created by duplicating and modifying an existing one it doesn't get added to tk2d's animation list.

2
Support / Selecting an animation
« on: July 05, 2014, 05:42:45 pm »
Hi, we have rather a lot of animations.
The only way I can find to select an animation 'Anim Lib' in a tk2dfAnimator is to use the drop down and wait ages for it to scroll through all our animations.
Is there another way to do this, I dried dragging an animation over the drop down box, but it was having none of it.
ta

3
Support / Slow Sprite Collection Building
« on: June 27, 2014, 10:18:01 am »
Hi
I've just clicked commit and am typing this while waiting for it to finish building the sprite collection.. prob about 10 mins.
Ok the collection contains around 4000 tile from around 30 sheets.
I've removed all dicing and switched off duplicate checking but that doesn't make a major difference.
If it was stressing my computer I'd understand, but looking at resource monitor while it doing it and
none of the cpu cores are showing above 50%.. Average CPU is about 8% and nothing else is showing above 0.3%
virtually no disk access and all the queue's are empty
memory plenty is still free (about 30% used)  and 0 hard faults
so why is it taking so long
ok thought I'd wait for it to finish.... right it was only 6 mins... although with dicing and duplicate removal I think it was 10


4
Hi
we have a strange issue on a 13-inch MacBook Pro (non retina).
We're getting horizontal lines (image attached) on the boundaries of the tiles when running fullscreen.
Looking at the atlas texture I can see that the lines are caused by bleeding from adjacent tiles.
However I've checked, and,
pad Method Is extend
it is point sampled
uncompressed
there is no antialiasing
mip maps are disabled
these settings are matched in the atlas texture.
the resolution of the mac's screen is 1280x800
the game is maintaining a pixel perfect resolution of 960x540

the issue does not occur on other backgrounds in the same SpriteCollection, although the issue does occur on another level with a different sprite collection.
Its fine on PC and on another mac that we have tested it on.
setting pc's and another mac to 1280x800 does not recreate the issue even when using the same package on the other mac as the problem mac
It doesn't happen on all backgrounds, although they are all diced
It doesn't seem to happen on the foreground tilemap, which is again sharing the same spritecollection and atlas.
the sprite collection is stored in a single atlas

I'm baffled, anyone had a similar problem or any idea why its happening,

thanks

5
Support / Re: Anchored Viewport Clipping Legacy
« on: May 16, 2014, 12:25:58 pm »
Hi, just to let you know that worked nicely and avoided some of the nasty offsets of using the viewport clipping :)

6
Support / Anchored Viewport Clipping Legacy
« on: May 08, 2014, 09:51:14 am »
Hi
I'm using Anchored Viewport Clipping to clip the bounds of a pixel perfect camera when its displayed in a higher resolution.
I notice its legacy and will be removed, how should I be doing this instead.

I have a pixel perfect resolution of 960x540
If its displayed on a 1024x768 screen I want a 960x540 image in the middle with black borders around.
without the clipping bits of the level outside this region are displayed.
if I set the clipping width and height to 960x540 it displays correctly.

I could find no other way of doing this apart from writing my own code to set the viewport rect based on resolution.
thanks
Rich

7
Support / tk2dSpriteCollection atlas corruption issues
« on: May 02, 2014, 05:53:13 pm »
Hi
I'm using tilemaps and tk2dSpriteCollection, however every now and then after modifying some of the source images it creates another tk2dSpriteCollectionData.
and sometimes after that it doesn't reference the atlas correctly and shows the wrong graphics for all the tiles. (and all the diced sprites are totally messed up).

no amount of re-indexing, conmiting etc fixes it.

the only way I've found to fix it is to revert the sprite collection and data directory to before it went wrong and let it have another go at updating the collection/atlas.

this is happening quite a lot now, probably because our artists are making lots of changes.

as far as I can tell, its creating another tk2dSpriteCollectionData, possibly with the correct references, but then still referencing an old one, or visa versa.

I did try deleting the newly created sprite datas, but that didn't really help.

deleting all the instances tk2dSpriteCollectionData did fix the messed up sprite issues, but destroyed all the animations we had that references the sprite collection.

any idea whats happening, or what we can do about it.
thanks
Rich






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