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Messages - outtoplay

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1
Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 15, 2013, 10:22:34 pm »
Terrific!  Wonderful work to a constantly improving toolset.  Digital beers all around!

2
Support / Re: Dolly in and out with tk2d Camera (Orthoganal)?
« on: June 21, 2012, 08:33:43 pm »
yeah scaling up from the corner wouldn't work. would need to appear to be pulling back the camera as the bird flew higher.  Sounds like I should be using a regular ortho cam?  Damn, I like the way everything is scales to match the camera.  But I do want this effect.

thanks,
B.

3
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.



4
Support / Re: Multiple Res Unity Projects - Need Guidance
« on: June 18, 2012, 06:33:53 pm »
Thanks for the info Unikron. I will send you an email with a screen shot and more info and a small stand-alone player that test's the main character. Basically, I want to build this 2d scroller at the best initial resolution so it can work as a Universal app for IOS. This includes iPad3's high res screen down to iPhone 4's 960x640. 

I'm just not sure how to build with sprites that fit correctly on a 2048x1536 screen, and not be wasting memory when it it played by someone who owns an iPad 1 at 1024x768.

Thanks for the extra effort, your time is very much appreciated.

B.

5
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...

6
Support / Re: Supporting multiple resolutions
« on: June 18, 2012, 04:15:52 pm »
Hi Fanglon,

With the force resolution tickbox, you have to make sure your game viewport is the same resolution as well for it to work correctly. You will see stretched sprites if the aspect ratios don't match correctly.

In this case, using a normal ortho camera could be a better choice, as you seem to want the sprites to fill up whatever space is available rather than to keep pixel perfection. A normal ortho camera will automatically do this. The tk2dCamera is targetted towards UI / overlay elements / other cases where having pixel sized world units is a nicety.

unikron


Whoa... So the tk2dCamera is for UI and overlay stuff?  Not my main camera?  Can you clarify?  This is a pretty important distinction.  I actually have a new Post on a related topic, but this I did not know.

7
Support / Re: Confused by Sprite size at creation and use in Scene
« on: May 21, 2012, 11:16:35 pm »
If you don't use the tk2dCamera, make sure your target resolution and camera size in the sprite collection editor is correct, and that your game window is the right size. Creating a sprite then will make it 1:1. Make sure you set up your game view to be the right resolution using the dropdown, otherwise it may be scaled up.

If you're using tk2dCamera (and the sprite collection has been created with the Use tk2dCamera option), the size should automatically be 1:1, unless you're using an override.

Thanks for speedy answer, Unikron... but that wasn't my question.
If I look at my character in the Camera view  and he's 1 to1 , but 'feels' a little big or small and needs to be adjusted, how best to 'resize' the sprite.  Scale in Unity?  Go back out to PS and shrink the source a bit.

Sometimes, element size needs to be tweaked a bit, I'm trying to determine where best to make this change.

8
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!

9
Support / Re: tk2dCamera Preview does not match game view
« on: May 06, 2012, 12:29:52 am »
Thanks Unikron... very helpful.  I will experiment with this and am sure with this great explanation, it should be pretty clear.

Best,
B.

10
Support / Re: What next?
« on: May 05, 2012, 08:57:59 pm »
+ Integrated multi platform support (different atlases for different platforms, automatically loaded in)...

This would be HUGE

11
Support / Re: tk2dCamera Preview does not match game view
« on: May 05, 2012, 02:14:16 am »
Looked at Demo 11, surprisingly little help (it is nice looking though).

This makes no sense:
I create a cube at 0,0,0, then create a regular Unity camera(Ortho set the Size to 1 beneath Projection)...poof the cube is in the Scene view, Game view and the little camera preview.

I create a tk2D camera (Ortho by default), set the Size to 1 (from it's default of 480) and the cube is there (but only in the Scene view and little Camera preview.  How/why would this work like this?

I did get the Animated Sprite bird to show up (I turned on the 'use tk2d camera' in his settings under the collection), but he shows up HUGE in the Game view, unless I turn on 'Force Resolution in Editor',(see attached) but then he shows up in the lower left hand corner, where this thread began.  (I can send the file if you like).

Here's what I want to do... Create a game, that works in Landscape on iPad 1&2 at 1024x768  and iPad3 at 2048x1536. If it worked with iPhone4 as well at 960x640 that would be terrific. If you could tell me how to achieve this, I'd be a very happy customer.  I love the 2d toolkit, I'm just not sure how to achieve the above.

Thanks.

12
Support / Re: tk2dCamera Preview does not match game view
« on: May 05, 2012, 12:44:08 am »
So... I can't see my Sprite at all in the Game view, only the Scene View with the tk2D camera.  that can't possibly be right, right?

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