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Topics - drkucho

Pages: [1] 2
1
Support / Mesh Type Custom-Automatic or Improved Diced Sprite
« on: June 06, 2018, 07:51:14 am »
Hello!

Not sure I have the latest version of Tk2D , but I believe that this feature still is not supported? it would be great for performance.

In case its too complicated to implement, you might consider to improve the diced sprite system by joining together the dices that are next to other in a single bigger dice which will mean the same pixels to process but the less triangles.

greets.

2
Support / bug in tk2dTextMesh?
« on: December 30, 2015, 11:54:55 am »
i recently updated from unity 4.5 to 5.3 and also updated from my old tk2d to the latests on the asset store, all at the same time

i found that text meshes gets solid pink when a new level is loaded , it gets fixed by activating and deactivating them


3
Support / Color/Tint of sprites
« on: May 27, 2015, 09:45:34 pm »
hello

i have changed the material/shader of my sprites to a custom one that does special things , problem is i was using tk2dSprite.color.a to make my hero transparent when received a hit and it does not work anymore

how is this tint color applied to the sprite? i might do a little hack to make it work with my custom shader...

4
Support / tk2d:LitBlendVertexColor Vs Unity:Sprites/Diffuse
« on: March 24, 2015, 06:10:10 pm »
these shaders seem to work exactly the same, what are the differences ?

5
Support / Sprite Attach Point small GC Alloc?
« on: March 15, 2015, 02:00:01 pm »
hello, i am optimising my code to avoid all unnecessary allocations, there was a lot of it generated on tk2d cause i was calling animation by string name of the clip for example, all the big allocation went away when getting all clips at start and calling Play with the tk2dSpriteAnimationClip

but still there is an small amount of alloc happening , this time seems to be related to Attach Point code?



as you see right below the highlighted line there is a Object.get_name() , don't know why is that, i am not calling clips by name anymore and don't think sprite attach point uses the names of the sprites/clips ...?

the allocation is not much for just one sprite but i need hundreds of them in my scene so any idea how to get rid of it?

6
Support / updating coliders , performance
« on: March 07, 2015, 08:24:41 pm »
i have read somewhere that if you move a collider with no rigidbody or if you move a collider with rigid body but you move it by changing its transform not by rigidbody functions you are not doing it right cause the physics engine has to recalculate the position of all colliders

if this is true, i guess that to use tk2d frame colliders is not very efficient cause as the collider has to be regenerated each frame it will cause the physics engine to recalculate everything, right?

don't get me wrong, the frame colliders is an awesome thing, but i want to know how inefficient is it for the psx engine so i can think an alternative method... or not

7
Support / Multiple materials for all sprites in collection
« on: March 01, 2015, 02:47:14 pm »
i have a shader that allows to replace colors , i have my sprite collection with a man in white for the player but i want the enemies to use the same sprite collection but with other colors,  created different materials with this shader using each one different colors, but if i set the material of the enemy , the player gets changed as well

any way to do this without having to duplicate the sprite collection?

8
Support / bug on low fps and play from frame?
« on: January 22, 2015, 03:23:46 am »
i think i found a bug , i have a plant growing animation of 16 frames which goes very slow , i use PlayFromFrame with a random frame to start each plant on a different frame , but weird things happen when the clip fps starts to get smaller than 1 second

i have several instances of the same sprite with this code (startFrame is random each time, calculated before)

   anim.PlayFromFrame(startFrame);
   print ("START FRAME =" + startFrame + " ANIM FRAME =" + anim.CurrentFrame + " FPS=" + anim.ClipFps);

these are the results for different values of clip FPS assigned in the SpriteAnimator editor each time, i have marked the weird ones with < ???!!! , as you can see, the issue seems to go crazier the more we go down on FPS, there is like a "threshold" that makes the animation to go the last frame instead of the right one.

START FRAME =4 ANIM FRAME =4 FPS=0.8
START FRAME =2 ANIM FRAME =2 FPS=0.8
START FRAME =1 ANIM FRAME =1 FPS=0.8
START FRAME =7 ANIM FRAME =7 FPS=0.8
START FRAME =0 ANIM FRAME =0 FPS=0.8
START FRAME =8 ANIM FRAME =8 FPS=0.8
START FRAME =2 ANIM FRAME =2 FPS=0.8
START FRAME =14 ANIM FRAME =15 FPS=0.8 < ???!!!
START FRAME =6 ANIM FRAME =6 FPS=0.8
START FRAME =0 ANIM FRAME =0 FPS=0.8
START FRAME =9 ANIM FRAME =9 FPS=0.8
START FRAME =9 ANIM FRAME =9 FPS=0.8

START FRAME =6 ANIM FRAME =6 FPS=0.7
START FRAME =3 ANIM FRAME =3 FPS=0.7
START FRAME =4 ANIM FRAME =4 FPS=0.7
START FRAME =7 ANIM FRAME =7 FPS=0.7
START FRAME =14 ANIM FRAME =15 FPS=0.7 < ???!!!
START FRAME =0 ANIM FRAME =0 FPS=0.7
START FRAME =12 ANIM FRAME =15 FPS=0.7 < ???!!!
START FRAME =0 ANIM FRAME =0 FPS=0.7
START FRAME =4 ANIM FRAME =4 FPS=0.7
START FRAME =15 ANIM FRAME =15 FPS=0.7
START FRAME =8 ANIM FRAME =8 FPS=0.7
START FRAME =0 ANIM FRAME =0 FPS=0.7

START FRAME =6 ANIM FRAME =6 FPS=0.6
START FRAME =15 ANIM FRAME =15 FPS=0.6
START FRAME =3 ANIM FRAME =3 FPS=0.6
START FRAME =8 ANIM FRAME =8 FPS=0.6
START FRAME =8 ANIM FRAME =8 FPS=0.6
START FRAME =1 ANIM FRAME =1 FPS=0.6
START FRAME =5 ANIM FRAME =5 FPS=0.6
START FRAME =11 ANIM FRAME =15 FPS=0.6  < ???!!!
START FRAME =13 ANIM FRAME =15 FPS=0.6  < ???!!!
START FRAME =15 ANIM FRAME =15 FPS=0.6
START FRAME =3 ANIM FRAME =3 FPS=0.6
START FRAME =1 ANIM FRAME =1 FPS=0.6

START FRAME =9 ANIM FRAME =15 FPS=0.5  < ???!!!
START FRAME =8 ANIM FRAME =15 FPS=0.5  < ???!!!
START FRAME =1 ANIM FRAME =1 FPS=0.5
START FRAME =10 ANIM FRAME =15 FPS=0.5  < ???!!!
START FRAME =13 ANIM FRAME =15 FPS=0.5  < ???!!!
START FRAME =14 ANIM FRAME =15 FPS=0.5  < ???!!!
START FRAME =0 ANIM FRAME =0 FPS=0.5
START FRAME =6 ANIM FRAME =6 FPS=0.5
START FRAME =12 ANIM FRAME =15 FPS=0.5  < ???!!!
START FRAME =0 ANIM FRAME =0 FPS=0.5

START FRAME =5 ANIM FRAME =5 FPS=0.4
START FRAME =13 ANIM FRAME =15 FPS=0.4  < ???!!!
START FRAME =12 ANIM FRAME =15 FPS=0.4  < ???!!!
START FRAME =10 ANIM FRAME =15 FPS=0.4  < ???!!!
START FRAME =12 ANIM FRAME =15 FPS=0.4  < ???!!!
START FRAME =6 ANIM FRAME =6 FPS=0.4  < ???!!!
START FRAME =10 ANIM FRAME =15 FPS=0.4  < ???!!!
START FRAME =5 ANIM FRAME =5 FPS=0.4
START FRAME =13 ANIM FRAME =15 FPS=0.4  < ???!!!
START FRAME =1 ANIM FRAME =1 FPS=0.4
START FRAME =8 ANIM FRAME =15 FPS=0.4  < ???!!!

START FRAME =3 ANIM FRAME =3 FPS=0.3
START FRAME =3 ANIM FRAME =3 FPS=0.3
START FRAME =11 ANIM FRAME =15 FPS=0.3 < ???!!!
START FRAME =13 ANIM FRAME =15 FPS=0.3 < ???!!!
START FRAME =14 ANIM FRAME =15 FPS=0.3 < ???!!!
START FRAME =10 ANIM FRAME =15 FPS=0.3 < ???!!!
START FRAME =11 ANIM FRAME =15 FPS=0.3 < ???!!!
START FRAME =1 ANIM FRAME =1 FPS=0.3
START FRAME =7 ANIM FRAME =15 FPS=0.3 < ???!!!
START FRAME =12 ANIM FRAME =15 FPS=0.3 < ???!!!
START FRAME =9 ANIM FRAME =15 FPS=0.3 < ???!!!
START FRAME =5 ANIM FRAME =15 FPS=0.3 < ???!!!

greets

9
Support / Reading Sprite Pixels from tk2d Generated Atlas
« on: January 20, 2015, 09:18:24 pm »
how can i do this ? i need the coordinates / bounds data from each sprite inside atlas, i am doing my tests using the tk2dCollectionData properties but no luck, i have tried regionX, regionY, regionW and regionH but these seems to be the coordinates for the sprite sheet :-(

10
Support / Bug when getting tk2dAnimator.CurrentFrame
« on: January 12, 2015, 04:20:29 pm »
i think i found a bug cause if the animation is finished playing it returns frame+1 , in other words i have a one frame animation and it returns 1 instad of 0

greets

11
Support / Who is calling SpriteAttachPoints?
« on: December 30, 2014, 12:06:14 pm »
i have issues with attach points  not being updated properly in the current frame, seems that they get updated not in the same frame the sprite changed, this must be because i had to hack tk2d animation triggers code some time ago because this same reason, the trigger events were executed in the next frame

tk2dSpriteAttachPoints.cs has no Update function so who is calling this script to update the attach points? i can't find the call in tk2dSprite or tk2dSpriteAnimator .. :o

thanks

12
is it posible? maybe with a little hack? i would welcome help on this, i have tried to hack  tk2dCamera.cs but i don't understand it very much ... :-(

thanks in advance !

13
Support / Adjustable Trimming, suggestion or help to get tk2d code modified
« on: December 05, 2014, 07:39:34 pm »
Hello

im using small sprites with bilinear filter so the sprite, once its zoomed in a 4x zoom camera all pixels of the sprite get a very nice blur fx that it is a must in my game in order to get an old tv effect

the only problem is that i have to disable trimming in order to get this blur to work right, otherwise the pixels of the borders of the sprite won't get this blur fx, i guess this sharp border happens because the texture finishes there and have no extra space to blur out, so what i do is to create sprites in photoshop with 1 extra transparent pixel line on the top, bottom , left and right and disable trimming in tk2d sprite collection.

that works, nevertheless... it's long to explain but this issue its slowing down a lot my sprite creation process, i would go 10x faster if i could create sprite sheets with a big grid size and and plenty extra transparent area around them and then let tk2d sprite sheet importer to trim the unused area away BUT leaving 1 extra pixel margin so the bilinear filter can blur the borders properly.

im looking in the tk2d code to see if i find the trimming function ... but no luck so far

thanks in advance !

14
Support / making sprite collider to be trigger
« on: October 08, 2014, 12:20:52 am »
hi again , i have googled this but could not find anything

im using the sprite collection's collider feature, but , i need it to be trigger collider , how can i make tk2d to create these frame colliders in my game object but with the isTrigger value true?

15
Support / How to Bright/Contrast/Saturate sprites
« on: October 03, 2014, 09:26:04 am »
Hello

Im looking for a way to change bright/color/saturate values on my sprites inside unity, i really don't understand much about shaders, just the basic theory but don't know how to program them , i think editing these parameters should be something very common needed so there must be a solution already done... i would say ...

is there a way do to this? or any tutorial about how to program your shaders?

thanks in advance

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