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Messages - bitbutter

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1
Fantastic, thanks!

For anyone following along: Edit >Project Settings > Quality. Then under the 'Rendering' group in the inspector choose 'Full Res'.

2
Support / Very low resolution sprite preview in sprite collection window.
« on: January 09, 2014, 05:01:59 pm »
I'm having a little difficulty with the sprite previews in the sprite collection window. When viewing the sprite sheet i imported, the images display as expected:



But when i view the sprites generated from that sprite sheet I get a very low resolution version (which makes it difficult to set collision boxes accurately):



Elsewhere (when used in my game) the sprites do display as intended. Does someone know what's going on here and how i can get around it?

(I'm using 2dTk 2.3.3, but i had the same issue with previous versions also).

3
Ah I see, thanks very much. I have that approach working now and I will go that route instead.

4
Thanks for the pointers. After some more fiddling around and examining the demos i think i have it working as i wanted. Here's what i did in case it's useful for others:

Delete default camera from the scene.
Add first tk2dcamera, name it RootCam, set native resolution 960 * 540.
Add one resolution override to RootCam, accept default settings (wildcard, pixel perfect-fit, center)
Add a second tk2dcamera, set it to be a child of RootCam. Name it ClipCam.
Set the 'inherit settings' field of ClipCam to RootCam (drag and drop RootCam into the field).
Enable viewport clipping on ClipCam.
Set the 'Screen Camera' field to refer to RootCam (drag and drop RootCam into the field)
Set clipping 'Region' settings as follows X:0, Y:0, width:960, height:540.
Set the 'culling mask' of RootCam to Nothing.
Set the 'culling mask' of ClipCam to Everything.
Set the Background of RootCam to black (or the colour you want the borders to be)

5
Could you help me locate 'PixelPerfectScale/ClosestMultipleOfTwo'?

(In the override settings i can set the Autoscale property to 'Pixel Perfect Fit' , but I don't see an option like 'ClosestMultipleOfTwo' anywhere yet).

6
Apologies if this has been covered elsewhere and I've overlooked it.

What I'm aiming for is to allow my game imagery to display in a region of 960x540 pixels, or whole multiples of that in case of larger screen resolutions. I'm happy to have an arbitrarily big black border around the centered 'game display' area to allow this.

So the 'game display' would be: 960x540 or 1920x1080 or 2880x1620 and maybe even larger variants. At 1920x1080 for instance, all sprites would display at twice their authored size. There would be no interpolation so the visual effect would be of extra big pixels.

It looks to me as though this arrangement is possible to create with 2dtoolkit's cameras and overrides but so far I haven't been able to figure out enough to achieve what I'm looking for. If anyone could offer any pointers that would be greatly appreciated!

7
Releases / Re: 2D Toolkit 1.91 final
« on: July 22, 2013, 06:35:33 pm »
tk2dCamera clipping notes
- Tk2dCamera now supports viewport clipping. This is only allowed on a second camera, so don't forget to set the "Depth" parameter to something greater than your primary camera, and set clear flags to "Depth only" or "Dont clear" depending on what you want. Also, use layers to mask information from one scene to another.

Could I get a description of what viewport clipping is, when/why you might want to use it (and why two cameras are necessary). Thanks!

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