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Topics - outtoplay

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Support / Dolly in and out with tk2d Camera (Orthoganal)?
« on: June 21, 2012, 02:37:33 pm »
I have a 2d scrolling game (endless scroller), where the player controls a bird flying to the right.  I"m using a tk2dCamera set to Ortho and a size of 1536. I'd like to dolly out a little wider when the character moves vertically in the scene. Normally I'd say a float value could be used in the Ortho size keyed to the bird's vertical movement, but with the tk2dCamera I believe the texture atlases are keyed off that number.  Would there be any negative implications to using a tk2dCamera and animating in game the Otho size?

thanks,
B.



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Support / Multiple Res Unity Projects - Need Guidance
« on: June 18, 2012, 04:29:34 pm »
Okay, I am trying to get a handle on this, and am hoping Unikron can explain what to do clearly.

Here's the project scope:
I am creating a 2D side scrolling game. I want to target iPad3 (2048x1536), 2 and 1(1024x768), as well as iphone4 retina(960x640) and potentially desktop(1920x1080).

I created my 2D backgrounds (the fullscreen sky at 2048x1536), I then created all my 2d sprite elements so they are sized correctly in a 2048x1536 psd.

Now...  in Unity, I start a new project, set it for mobile, delete the main camera and create a tk2d camera (Ortho, size=1536, Force Resolution in Editor to 2048x1536). Do the annoying offset thing to counter the Camera Preview bug.   Now my sprites look good in the Scene view and in the Game view (but obviously wrong in the camera preview window.

Here's the Questions:

1 - Given my setup, how do I ensure correct output for iPad3 native res.  And iPad 1-2 native res. and...

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Support / Confused by Sprite size at creation and use in Scene
« on: May 21, 2012, 11:02:09 pm »
Hi,
I know this is likely rudimentary but I'd appreciate some guidance for the best looking animated Sprites.

Say I create my sprite images in Photoshop, usually at a way bigger size then required, then we'd scale them down to about the right size for the scene.  But after setting up the animated sprite and popping him into the scene, he still feels a bit big... here's the question.

Which is the best workflow for razor sharp sprites?
  • Just use Unity's scale feature to scale him down (to .8 or whatever)?
  • Go back to Photoshop and rescale and save the source images there, and rebuild the sprite sheet?

It seems that scaling them in Unity softens the sprite image a bit.  But going back to PS to rescale is a pain in the butt.  I'm curious what the best option is.  Thanks!

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