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Topics - kenshin

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1
Support / Sprite Effects Example !
« on: October 13, 2019, 11:49:12 pm »
Hello,

I understand problem iwth effects is because of tk2d sprite renderer diffrence from unity's one.

Could you please give us a guide how to make effects like 2DxFX shaders usage (outline etc) in toolkit2d ? we can rewrite those shaders by ourselves. Just need some practical guidelines for it. Plus, u can mention differences about tk2d rendere and sprite renderer etc.

thx for the great product again  ...

2
Support / Issues about Sprite Collections
« on: March 22, 2015, 01:41:44 am »
Hello,

I have some issues about tk2d animations with PNG atlases. It is necessary to have some consultancy from your experiences:

1. When I tried to play 1 animation clip from an animation Library with 34 animationClip, at the profiler I saw 34 TextAssets(all are named atlas0.png) were loaded. When I changed the animation Clip count to 10 in animation, TextAsset count decreased to 10. Due to this correlation, I guess it is specific to PNG atlases. is this an issue and  how could I prevent those png's to be loaded without running related animation clip ?
 
2. Sadly but sprite collections are sometimes broken and in scene view sometime no animation sometimes magenta color animations appear. nothing could help me to solve this(clear references, build indexes ..). Then I recreated SC but this time I had lost my animations.
   a- How can I rescue my animations after re-crating broken sprite collection
   b- Perhaps you have come across but let me explain a situation as I remember: SC creation with dices PNG atlases, but I have changed diceX, diceY but I didnt push "apply" and directly committed SC. After that, the collection is broken. Maybe this is an issue to be solved.

3- It woud be great if PNG atlases could be loaded async'ly. I think PNG atlases really create value for TK2D.

4- How can I use diced sprites animation with projected camera ?


and many thanks for great product and support ....

3
Support / Deleting image files to reduce app size....
« on: January 11, 2015, 10:50:00 pm »
Hi,

As we spoke, it is  mentioned to delete source images after creating Atlas in sprite collection, since they have no usage  after all. When I, however, deleted those files I couldnt commit the collection. it gives a warning such as -alien_image(missig)- or similar ...

So, how can we remove those source images, textures from our application to reduce builded app size? Besides that, how can we make changes and commit again suc as for after next release of our applicaiton?

4
Support / Images + Atlases and Final Release Size Reduction
« on: November 05, 2014, 09:24:42 am »
Hi,

I would like to ask a question about image importing and atlassing.

Assume that, I have some 1000 of 1024x1024 images and I use %80 of them in game for 2D sprite animations(approx 4 GB animation source asset) and assume that with png compression those 4GB animations will be will be 1 GB in size when imported in unity.

In addition, as far as I know sprite collections also create an image. Assume that its size will be 1 GB also.

1. ist it true that my animatios will be 1 GB(from imported png image in unity) +  1 GB (2d toolkit sprite collection) roughly  (no use of dicing for to splain stuation clearly) = 2 GB for animations ?

2. if  first question's answer is yes, then there is redundant images, because I dont want to use those source images. I will just use sprites and I dont want them to be in the final release, because I have use sprite collection's images(atlases) and not the imported source images. is this possible(or already possible :) ) ?

3. Assume I use an 20 sprite(frame) animation (all from different collections) will there be a lag when first run the animation ? will it load them from disk and drop my fps and smoothnes of object ? If yes, need advice pls.

4. How many frames (assume 1 sprite in each sprite collection) can 2dtoolkit handle in 24 fps or 30 fps roughly. For example can I use total of 200 framed animations (200 sprites in 200 sprite collecitons) in ipad 2 or mini or .. ? just roughly answer from your experiences pls ?

5. To reduce image size, should I use color as transparency (for example magenta as background) when importing ?

6. Finally what dou you suggest to reduce final release size and how to manage big sprites with atlases ?

And .. this is a great product unikron made. thanks. keep up good work pls.


5
Support / Animation and image independence from Sprite collection
« on: December 28, 2013, 12:07:36 pm »
Hi,

I couldn't add some new suggestions at trello so I suggest something at this thread: Image Independence from sprite collection.

 When I change my images from collection to collection, I have to change my animations also. If images are not depend on a collection then, it would be very flexible.

I change images from collection to collection, because I  must arrange atlas usages, draw call count etc. if you make image (used in 1 animation frame) independent from collection then you can make atlasing dynamically and optimizing programmatically! I mean better fill rate, minimum atlas count, animation independence from sprite collection.

Another suggestion may be atlassing independence from sprite collection. This time, animations won't be effected again because of changes for atlas wastage or draw call count optimization..


6
Support / big sprites and sprite collections
« on: December 26, 2013, 09:19:47 pm »
Hi,

My sprites are too big. As I know sprite collections are on the memory by default. So:

1. At the start of scene, I want to choose my sprite collections on memory. How can I manage  those selected collections to be on the memory ?
2. At the end of the scene, How can I remove them from memory ?

if you can give me 2dtoolkit functions and examples, I will be very happy.

3. just roughly, how many sprite collections (2 mb in size), can be active or run on memory for iphone 4 for example ?
4. and maximum draw call count for it? for example, after 15 draw can I live performance problem ? what is best practice count for it not to exceed?  just roughly and   guide with your experience pls.


7
Support / collider issue ...
« on: August 30, 2013, 01:33:05 pm »
At design box then collider is fitted and positioned to the sprite but when I run the game collider is positioned different from the sprite. It, however, must be ont the sprite, but not ! I do integrity check, rebuild indexes but it is not solved. I have changed collider from user defined to boxed, but nothing has changed: collider is not placed on sprite. why and what can i do to solve this ? 

8
Support / flipX !
« on: August 27, 2013, 11:40:59 pm »
1) How can I flip sprite with trimmed area ?

When I try to flip sprite, it flips the sprite based on sprite size, not based on trimmed sprite size. Or should I make another collection for sprites that should be used as flipped so that when I change my sprite directionI can use another collection without flipping. what is the best practice for flipping and character direction usage cases ?

2) Why animated sprite size is big, although we set sprite as trimmed ?

3) I have 256x256 sprites in size, 400 in number and with a lot of space in them. they are imported as trimmed in sprite collection. If I delete them  i will loose all of my animations. How can I reimport them without loosing my sprite collection definitions and animations.

4) I need `padding` and `extra padding` explanation and usage areas.

5) which is fastest: changing scale on transform or on sprite ? why ?

Thanks in advance for good support :)

9
Support / tk2dcamera vs unity camera
« on: August 21, 2013, 06:15:56 am »
Hi,

here is the problem: when I use tk2dcamera I cannot touch tk2duiitembutton but when I use unity camera I can touch them. As i understand, collider of the button is at the different place from the button. because when I click bottom of outside of the button it sense the mouse touch. When I swiitch to scene view I can see the colliders are fitted to button. What can I do to solve this ? Does that mean that tk2d camera doesnt determine touch points correctly ? or ...?

Info:
- tk2dCamera settings: orthographic, ppm = 20, zoom = 10, origin=center
- unitycamera settings: orthographic, size = 1.4, clipping pane= [1.5, 15.01]
- sprite collection ppm = 20

10
Support / Slowness of Duplicated Animated Sprite
« on: May 30, 2013, 12:10:20 pm »
Hi,

I have made an animated sprite(including 6 child object with 1 collider for each child ), then run and my fps result is nearly 200. Then I have duplicated that animated sprite 15 times and run. result is 3 fps.
I have spread(distributed) that 15 sprite over screen then run it was 80 fps. OPS !

is it ok or a problem ?

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