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Messages - seitor

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Support / WP8 - tk2d uitextinput weird behaviour
« on: December 19, 2013, 08:02:08 am »
I was having a problem with getting uitextinput to behave correctly so I deployed your demo scene (ui layout demo) to a window phone 8 device for testing, still same problem.

Scenario :
When I tap the uitextinput, the cursor/touchkeyboard appears. If I tap out of the uitexinput control and retap the uitextinput, the touchkeyboard appears however I could not enter text anymore.  It works in editor and pc/mac standalone build, but not in window phone 8 build.

Version tested : 2.30 and 2.33

2
Support / Re: Cone light effect, spot light effect in dim environment.
« on: October 10, 2013, 12:41:36 pm »
What a shame. I have tried some plugins however all failed miserably.

I assume the limit is performance related? Would you consider release your current plugin for "desktop game only"?  hint hint >.<

3
Support / Cone light effect, spot light effect in dim environment.
« on: October 09, 2013, 06:24:52 am »
A google search lead to http://unikronsoftware.com/2dtoolkit/forum/index.php?topic=975.0.

Anyone aware of off-the-shelf addon that work with 2dtoolkit?




4
Support / Chaning tk2dUIItem event sprite image
« on: September 05, 2013, 09:02:13 am »
In old version, you can specify "Button up sprite" and "Button down sprite" from editor, how is it done in tk2dUIITem?

5
Support / Re: Asset creation for multiple resolution (ios)
« on: January 18, 2013, 12:21:02 am »
Another question ..

So I can ignore restricting the artwork to 2^n since the atlas will be 2^n?

6
Support / Asset creation for multiple resolution (ios)
« on: January 13, 2013, 08:04:58 am »
Ahh just found "Platform Specific Sprite Collections", I am going to check it out first....

If i up scale images from low to high resolution, output is pixelatted. If I down scale images from high to low resolution, older devices might not run the game due to memory constraint?

Based on assumption above ,I have a couple questions ....
1.Ideally I should create high and low images for each sprite?
2. Two atlas, one for retina devices, another for older devices?

If my assumption is correct, is there any demo scene I could study? For example I would like to know how to setup the scene so the engine would load the atlas correctly. 

 

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