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Topics - Bigcheese

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1
Support / NativeScreenExtents And ScreenExtents
« on: April 27, 2014, 10:24:03 am »
Both NativeScreenExtents and ScreenExtents return the same value with override set to wildcard and autoscale set to Fit Visible.
Am I missing something or should the screen extents for my native resolution (e.g 2048X1536) be different than the extents for (e.g 1280 X 720) ?

Thanks

2
Support / Platform Specific Sprite Collections Question.
« on: February 06, 2014, 12:23:37 pm »
I have an issue with using this, I tried adding a platform, anf making it the default one, however I'm getting an issue where if I'm using the 2X one, Instead of getting a better defined sprite, I get a sprite that represents 4 sprites from the atlas. So for example with my Character, I don't get one character, I get 4 different frames of the character in the same sprite. and in the case of 4X I get a 16 in the same sprite.

What Could the problem be?

3
Support / Edge bleeding with solid shaders.
« on: October 28, 2013, 03:56:37 pm »
I have an issue with edge bleeding, the case is that I use a solid shader for the full color sprites, and blend for the tiles that have some alpha.
When I put all sprites on the blend shader I close to no bleeding. but with the solid I get lots of bleeding, if I try adding "Padding" from the settings, the bleedings turns to "black" lines.

What can be the issue behind this?
any recommendations would appreciated.
 
Thanks.

4
Support / tk2dcamera best settings for UI across multiple platforms.
« on: August 20, 2013, 01:37:09 pm »
I was wondering what would be the best way to make the menus look and feel constant across multiple platforms.
I'm mainly concerned about positioning the sprite on edges, where it's going be clipped when switching between devices with 4:3 and 16:9 aspect ratios (depending if the sprite is positioned on sides or top and bottom).

Thanks

5
Support / Nested Sprtie Batchers, 2D ToolKit with prefabs.
« on: August 14, 2013, 09:54:19 am »
I have a couple of questions,

-Regarding the Sprite Batchers, in case I have nested sprites (as in an StaticBatcher > Empty GameObject > Sprites) building the static batcher is fine, but when trying to edit it, I believe it's does not have references of the nested sprites. this is also problematic in the case of (StaticBatcher > Sprites + StaticBatcher). Is this the intended behavior out of this?

-Also, Saving a sprite (Or nested sprites) as prefabs is fine, but if I try modifying this prefab (As in changing the sprite) it won't revert across other instances of this prefabs, and if I force revert it, the sprite's mesh filter material would disappear. So only the basic components would only work in the prefab (As in scaling, rotating, physics, etc) but the tk2d components won't work properly with it.

I just need some clarifications to what would be the best practices using the 2D toolkit to go about building levels compiled of multiple smaller blocks.

Thanks in advance :)

6
Support / Offsetting the material's texture for parallax scrolling effects.
« on: December 12, 2012, 05:01:28 pm »
I know it's not possible to use the regular

                 "renderer.material.SetTextureOffset("_MainTex", new Vector2(-Time.time * scrollingSpeed, 0));"

To offset a texture of a sprite. but is there another way to do it with the 2D toolkit? I'm using the tk2dCamera with my collections.

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