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Messages - ItsMeAlan

Pages: [1] 2
1
Support / Re: Corrupt animation collection?
« on: May 05, 2014, 10:49:25 pm »
I fixed the issue by reverting back to a version of my project before the animationCollection had been corrupted (we're using SVN)!

2
Support / Re: Corrupt animation collection?
« on: May 05, 2014, 10:17:50 pm »
I've noticed there's something a little wonky going on with the spriteCollection...


3
Support / Corrupt animation collection?
« on: May 05, 2014, 10:14:33 pm »
When I open this particular animationCollection, I see this:


When I try to view one of the animations, I  see this:



And I get this error:
Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
tk2dEditor.SpriteAnimationEditor.TimelineEditor.DrawFrameGroupEx (Rect r, .tk2dSpriteAnimationClip clip, tk2dEditor.SpriteAnimationEditor.FrameGroup fg, Boolean highlighted, Boolean showTime, Boolean playHighlight) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipTimelineEditor.cs:525)
tk2dEditor.SpriteAnimationEditor.TimelineEditor.DrawFrameGroups (Int32 controlId, Rect frameGroupRect, .tk2dSpriteAnimationClip clip, System.Collections.Generic.List`1 frameGroups, Single clipTimeMarker) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipTimelineEditor.cs:211)
tk2dEditor.SpriteAnimationEditor.TimelineEditor.Draw (Int32 windowWidth, .tk2dSpriteAnimationClip clip, System.Collections.Generic.List`1 frameGroups, Single clipTimeMarker) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipTimelineEditor.cs:158)
tk2dEditor.SpriteAnimationEditor.ClipEditor.Draw (Int32 windowWidth) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipEditor.cs:566)
tk2dSpriteAnimationEditorPopup.OnGUI () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationEditorPopup.cs:480)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)


All the sprites in this animationCollection are being pulled from the same atlas. I've rebuilt that spriteCollection, rebuilt my entire tk2d index, but I still can't retrieve these animations. I spent a lot of time on the timings of these animations and really don't want to lose them. Is there anything I can do?

4
Support / Re: Taking Sprite Collections out of mobile RAM
« on: March 17, 2014, 09:31:32 pm »
Hmm, ok, we'll do some more tests and get back to you!

5
Support / Re: Taking Sprite Collections out of mobile RAM
« on: March 17, 2014, 09:26:33 pm »
We used Unity Pro's profiler. It's possible we misinterpreted the information though it seemed straightforward at the time.

6
Support / Re: Taking Sprite Collections out of mobile RAM
« on: March 17, 2014, 09:09:48 pm »
When we built a completely empty scene to mobile, it was still taking up hundreds of MB in RAM. So we looked at our sprite collections and saw there were several that were way too huge, that contained sprites we weren't even using in the game anymore. Once we deleted those spriteCollections from the project, our memory usage went back to normal levels.

7
Support / Taking Sprite Collections out of mobile RAM
« on: March 17, 2014, 12:01:43 am »
We're working on a 2D adventure game for iPhone and Android called Cole. We have so many sprites in our game that it is beginning to affect performance, as it seems every spriteCollection is loaded into RAM at all times, regardless of whether those sprites are used in the scene that is loaded. We're trying to figure out how to stream our assets so only the spriteCollections needed in that scene are loaded into RAM, but we're having a very hard time of it. We're doing a lot of research but haven't gotten much of anymore. We've been using 2dToolKit 1.91 but can upgrade if it'll help us with our asset streaming. Do you have any advice for us?

Thanks!
Alan

8
Support / Possible to suck color from sprites?
« on: December 23, 2013, 08:40:48 pm »
I know this might be an unusual request, but in my game I would like for the entire world (that is, all sprites) to become monochrome, except for a few select sprites. Is there a simple way to do this with 2dtoolkit? If not, is there a complex way?

9
Support / Re: Updated 2dtoolkit from 1.91f to latest, got a bunch of errors
« on: December 04, 2013, 01:02:21 am »
I followed the Migration guide and am getting the exact same issues. I never touched the tk2dCamera script and it isn't mentioned in the Migration Guide. How could I resolve the errors related to this script?

10
Support / Updated 2dtoolkit from 1.91f to latest, got a bunch of errors
« on: November 29, 2013, 07:23:28 pm »
I updated to the latest version because I wanted to have animations that played when timeScale = 0, but now a ton of errors are preventing my game from running, and none of my sprites are visible.



Is this a common thing? Should I post each error here? Each one asks the question "Are you missing a using directive or an assembly reference?"

11
Support / Re: Easy way to have shader create red outline around sprite?
« on: October 26, 2013, 09:02:20 pm »
Yeah, I do have some pretty big sprites with several lengthy different animation clips, and this is a mobile game so I'm striving to keep everything optimized. Do you think it's possible to do with just a custom shader?

12
Support / Easy way to have shader create red outline around sprite?
« on: October 25, 2013, 11:51:51 pm »
In my game I want to indicate that the player is able to interact with an object by having a glowing red outline appear around it, pulsating in color. I want to do this with code so I can slap it on different objects with several frames of animation without having to come up with a ton of new art assets. Is there an easy way to do this with shaders?

13
Support / Crazy error when trying to make new animations
« on: September 05, 2013, 07:47:29 am »
I have a game I've been working on for a few months that's very animation heavy. After upgrading to the latest version of Unity however, I haven't been able to create any new animations within the project. Whenever I create a new sprite collection and then try to add a sprite from that collection as a frame to an animation, the tk2d window freezes, goes blank, and I get about twenty of these in the console:

Code: [Select]
IndexOutOfRangeException: Array index is out of range.
tk2dEditor.SpriteAnimationEditor.ClipEditor.DrawPreview () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipEditor.cs:218)
tk2dEditor.SpriteAnimationEditor.ClipEditor.Draw (Int32 windowWidth) (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationClipEditor.cs:553)
tk2dSpriteAnimationEditorPopup.OnGUI () (at Assets/TK2DROOT/tk2d/Editor/Sprites/SpriteAnimationEditor/tk2dSpriteAnimationEditorPopup.cs:480)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Applications/buildAgent/work/c514da0c8183631c/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

Anyone know what this could mean?

14
Support / Not sure which texture is oversized?
« on: September 04, 2013, 08:29:19 am »
When I open my project in Unity, it says one of my textures exceeds the size of its atlas, but I'm not sure which one it is. Does anyone know how I could find out?

Whenever I try running the game on my Android phone, a lot of the sprites show up as solid black boxes, though they don't do so when I play the game in the Unity editor. I'm not sure if this oversized texture is what's causing this, but I don't know what else it could be.

15
This code:
Code: [Select]
if (genIcon.ClipTimeSeconds != 0)
{
genIcon.Resume();
}

is causing this error:

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
tk2dAnimatedSprite.get_ClipTimeSeconds () (at Assets/Plugins/tk2d/Sprites/tk2dAnimatedSprite.cs:198)
touchControls.Update () (at Assets/Scripts/touchControls.js:315)

I am pretty confident that genIcon is indeed pointing to a valid td2kAnimatedSprite object. The script appears to be working exactly like I want it to, but it's firing off this error once per frame, clogging up my console. Anyone have any ideas why?

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