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Messages - kenshin

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1
Support / Sprite Effects Example !
« on: October 13, 2019, 11:49:12 pm »
Hello,

I understand problem iwth effects is because of tk2d sprite renderer diffrence from unity's one.

Could you please give us a guide how to make effects like 2DxFX shaders usage (outline etc) in toolkit2d ? we can rewrite those shaders by ourselves. Just need some practical guidelines for it. Plus, u can mention differences about tk2d rendere and sprite renderer etc.

thx for the great product again  ...

2
Support / Re: Sprite Effects/Shaders
« on: February 03, 2018, 09:21:15 pm »
Hello,

I understand that sprite renderer support will take time ...

Could you please give us a guide how to make effects like 2DxFX shaders usage (outline etc) in toolkit2d ? we can rewrite those shaders by ourselves. Just need some practical guidelines for it. Plus, u can mention differences about tk2d rendere and sprite renderer etc.

thx for the great product again  ...



3
Support / Re: Issues about Sprite Collections
« on: March 26, 2015, 04:31:40 pm »
thats what I have feared :) OK thanks for reply. I will investigate to extend that class so that loading will be done per animation.

4
Support / Re: Issues about Sprite Collections
« on: March 25, 2015, 01:19:46 am »
1. Yes. 10 animation-clip in animation, I use one of them and all of them appears as textasset ! Why ?

thanks for interest.

5
Support / Re: Issues about Sprite Collections
« on: March 22, 2015, 11:11:57 pm »
1. I have tested it in iPad, iPad simulator and editor. In all of them, the situation is same: I prepare a screenshot from iPad at the attachment.
2. 2D Toolkit Version 2.5 beta 2. Unity 5. I would try package and if there is an issue I will inform.
4. In projected camera there are sometime unwanted lines at the border of dices.

I appreciate your answers and thanks for support again  ...

6
Support / Issues about Sprite Collections
« on: March 22, 2015, 01:41:44 am »
Hello,

I have some issues about tk2d animations with PNG atlases. It is necessary to have some consultancy from your experiences:

1. When I tried to play 1 animation clip from an animation Library with 34 animationClip, at the profiler I saw 34 TextAssets(all are named atlas0.png) were loaded. When I changed the animation Clip count to 10 in animation, TextAsset count decreased to 10. Due to this correlation, I guess it is specific to PNG atlases. is this an issue and  how could I prevent those png's to be loaded without running related animation clip ?
 
2. Sadly but sprite collections are sometimes broken and in scene view sometime no animation sometimes magenta color animations appear. nothing could help me to solve this(clear references, build indexes ..). Then I recreated SC but this time I had lost my animations.
   a- How can I rescue my animations after re-crating broken sprite collection
   b- Perhaps you have come across but let me explain a situation as I remember: SC creation with dices PNG atlases, but I have changed diceX, diceY but I didnt push "apply" and directly committed SC. After that, the collection is broken. Maybe this is an issue to be solved.

3- It woud be great if PNG atlases could be loaded async'ly. I think PNG atlases really create value for TK2D.

4- How can I use diced sprites animation with projected camera ?


and many thanks for great product and support ....

7
Support / Re: Deleting image files to reduce app size....
« on: January 16, 2015, 10:39:39 pm »
then, this is super :) thx for help.

8
Support / Deleting image files to reduce app size....
« on: January 11, 2015, 10:50:00 pm »
Hi,

As we spoke, it is  mentioned to delete source images after creating Atlas in sprite collection, since they have no usage  after all. When I, however, deleted those files I couldnt commit the collection. it gives a warning such as -alien_image(missig)- or similar ...

So, how can we remove those source images, textures from our application to reduce builded app size? Besides that, how can we make changes and commit again suc as for after next release of our applicaiton?

9
Support / Re: Images + Atlases and Final Release Size Reduction
« on: November 05, 2014, 11:58:31 pm »
I am very appreciated that  I had responses very very fast:)

I just want to understand the 2d limits. So i used fringe examples. I just evaluate to go 3d chars or old style choice for a fighter game.

As a conclusion at final build I can delete source images and It won't be problem for tk2d.

Thanks for help.

10
Support / Images + Atlases and Final Release Size Reduction
« on: November 05, 2014, 09:24:42 am »
Hi,

I would like to ask a question about image importing and atlassing.

Assume that, I have some 1000 of 1024x1024 images and I use %80 of them in game for 2D sprite animations(approx 4 GB animation source asset) and assume that with png compression those 4GB animations will be will be 1 GB in size when imported in unity.

In addition, as far as I know sprite collections also create an image. Assume that its size will be 1 GB also.

1. ist it true that my animatios will be 1 GB(from imported png image in unity) +  1 GB (2d toolkit sprite collection) roughly  (no use of dicing for to splain stuation clearly) = 2 GB for animations ?

2. if  first question's answer is yes, then there is redundant images, because I dont want to use those source images. I will just use sprites and I dont want them to be in the final release, because I have use sprite collection's images(atlases) and not the imported source images. is this possible(or already possible :) ) ?

3. Assume I use an 20 sprite(frame) animation (all from different collections) will there be a lag when first run the animation ? will it load them from disk and drop my fps and smoothnes of object ? If yes, need advice pls.

4. How many frames (assume 1 sprite in each sprite collection) can 2dtoolkit handle in 24 fps or 30 fps roughly. For example can I use total of 200 framed animations (200 sprites in 200 sprite collecitons) in ipad 2 or mini or .. ? just roughly answer from your experiences pls ?

5. To reduce image size, should I use color as transparency (for example magenta as background) when importing ?

6. Finally what dou you suggest to reduce final release size and how to manage big sprites with atlases ?

And .. this is a great product unikron made. thanks. keep up good work pls.


11
Support / Re: Animation and image independence from Sprite collection
« on: January 03, 2014, 12:00:54 am »
Ok thank you ... I am looking forward to see. Bb.

12
Support / Re: Animation and image independence from Sprite collection
« on: January 01, 2014, 12:02:01 pm »
Thx for answer.

 If image name is unique in all collections, then it will be solved. I insist on that you can manage atlassing independence from animations and collections.

Another solution: you have references and know which collections would be used in scene I mean they are already in memory, you can then optimize atlas wastage through reorganizing atlases from sprite collection to new atlases.

I think dicing will be very helpful here. Do dicing this time on atlases (like used in images)
one more time then you optimize all sprite collections in run time on new atlases. Then you get optimized atlas space and independence from animations...

I love tk2d, so i insisted on. it is very helpful in my projects, and teached me a lot of think. So I feel that it will be done without breaking existing entity relations...

Thanks for providing such a good product.



13
Support / Animation and image independence from Sprite collection
« on: December 28, 2013, 12:07:36 pm »
Hi,

I couldn't add some new suggestions at trello so I suggest something at this thread: Image Independence from sprite collection.

 When I change my images from collection to collection, I have to change my animations also. If images are not depend on a collection then, it would be very flexible.

I change images from collection to collection, because I  must arrange atlas usages, draw call count etc. if you make image (used in 1 animation frame) independent from collection then you can make atlasing dynamically and optimizing programmatically! I mean better fill rate, minimum atlas count, animation independence from sprite collection.

Another suggestion may be atlassing independence from sprite collection. This time, animations won't be effected again because of changes for atlas wastage or draw call count optimization..


14
Support / Re: big sprites and sprite collections
« on: December 28, 2013, 11:21:36 am »
Thank you very much for answers, and also fast response...

15
Support / big sprites and sprite collections
« on: December 26, 2013, 09:19:47 pm »
Hi,

My sprites are too big. As I know sprite collections are on the memory by default. So:

1. At the start of scene, I want to choose my sprite collections on memory. How can I manage  those selected collections to be on the memory ?
2. At the end of the scene, How can I remove them from memory ?

if you can give me 2dtoolkit functions and examples, I will be very happy.

3. just roughly, how many sprite collections (2 mb in size), can be active or run on memory for iphone 4 for example ?
4. and maximum draw call count for it? for example, after 15 draw can I live performance problem ? what is best practice count for it not to exceed?  just roughly and   guide with your experience pls.


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