Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Intrawebs

Pages: [1]
1
Support / SpriteCollection Editor Polygon Collider questions
« on: April 11, 2016, 05:37:19 am »
I can't seem to find documentation on what these three items below are and when/why I should use them?

Collider Type = none, front & back, font, back
Convex = true/false
SmoothSpehereCollision = true/false


I'm creating a top down arena game would like to use polygon colliders for my sprites, which is fine, just want to know if I should be messing with these options above.

2
Support / Convert tk2dCamera ortho to 3D
« on: August 01, 2014, 05:58:16 pm »
I currently use 1x,2x and 4x sprites and have a game working great in multiple portrait resolutions for Android.  I now want some of my graphics to be 3D.  What is the recommended approach?  I develop at 320x480, my camera settings are attached.  I tried some quick monkeying with setting the camera to perspective but then changing resolutions didn't pan out well.



3
Support / Convert desired runtime width to scale
« on: January 28, 2013, 08:35:10 am »
I have a header graphic with rounded corners on either side and text in the middle.  The graphic also has a background behind the text.  The size of the text is dynamic.  So thats 4 sprites (left, center, right, text).  I already have code running that sets up the positioning of all of these and I know exactly how long I need the middle background graphic to be.  That graphic is a tiling graphic, so I need to scale it on the x to fit the width of the text.  Is there a way to do this, a way to convert the known and desired width of the graphic and have it scale?

You can see what Im trying to do here
http://i.imgur.com/9Yi9MM2.png

4
I'm using your TK 2d Camera, I also have two sprite collections that both have a 2x as their current platform and a 4x as an additional platform.  The atlas's all get created just fine.  For the camera I have it setup pretty much like you did and I work at the 640 width x 960 height with my 2x sprites all designed/anchored/positioned just great at that resolution in the editor.  My 4x sprites are all double the size of the 2x sprites and are designed to be full retina on ipad4 (2048 height x 1156).

I then fire up my iPad 2 (1024 height x 768 width).  In the scene before my gameplay I do the following
tk2dSystem.CurrentPlatform = "4x"

The gameplay screen has everything automagically positioned, scaled etc on ipad2.  It looks as if my 4x atlas is used and scaled down 50% (what I want).

What I dont under stand is the camera overrides. Are they needed and when would I use them?  Am I doing anything wrong?

Also, do you have any links in these forums about how people tackled android ratios/resolutions while also using the TK2dCamera?  I purchased multiplatform toolkit asset but so far I haven't needed it.

Pages: [1]