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Messages - dustinbahr

Pages: 1 [2] 3
16
Releases / Re: 2D Toolkit UI 1.0 beta 2
« on: April 09, 2013, 04:30:21 pm »
Awesome! Love it!

Is there an easy way to reset a scrollable area? I have a few scrollable areas that i am showing in succession. When I go back and forth between them I want to snap back to top.

I tried setting the Value property, which works except if the area still had velocity.

This led me to what I believe is a bug:

Code: [Select]
if (swipeCurrVelocity > .1f || swipeCurrVelocity < .1f)
                    {
                        swipeCurrVelocity = Mathf.Lerp(swipeCurrVelocity, 0, tk2dUITime.deltaTime * 2.5f); //change multiplier to change slowdown velocity
                    }
                    else
                    {
                        swipeCurrVelocity = 0;
                    }

Shouldn't this part be:
Code: [Select]
if (swipeCurrVelocity > .1f || swipeCurrVelocity < -0.1f)
Even with that fixed though, a reset method would be nice, to basically kill any velocity and reset to top.

17
Support / Re: Zoomable Level - Best Practices
« on: March 13, 2013, 07:52:53 pm »
Sorry for so many posts, and sorry for bothering you. I have found the zoomScale property.

18
Support / Re: Zoomable Level - Best Practices
« on: March 13, 2013, 07:40:13 pm »
Actually I see that doesn't do anything. Do I need to NOT use tk2dCamera for this?

19
Support / Re: Zoomable Level - Best Practices
« on: March 13, 2013, 07:31:11 pm »
is adjusting the orthographic size of the tk2dCamera the recommended way to achieve zooming in and out?

How will this affect the benefits of using tk2dCamera such as the auto scaling and such?

20
Support / Re: Zoomable Level - Best Practices
« on: March 13, 2013, 06:16:24 pm »
What would be the recommended way to pan/rotate/zoom? I come from Flash development where we didn't have cameras. So I am accustomed, and it makes sense to me, to have a game object that contains everything and move/rotate/scale that.

Is this bad? should I instead be transforming the camera?

21
Showcase / The Lovely Little Picnic
« on: March 12, 2013, 06:01:27 pm »
http://www.jubitron.com/

The Lovely Little Picnic is the first story in the Jubitron: The Girl Robot series. The book features original music, illustration, animation and surprise activities on every page that will capture your child's sense of creativity and imagination.

? Suitable for ages 2+
? Optional narration, Choose to read the book yourself or have it narrated
? Tap on any word to have it read aloud
? Original illustration and music
? Beautifully animated
? Fun interactions on every page

iTunes: https://itunes.apple.com/us/app/jubitron-girl-robot-lovely/id601534162?mt=8
Google Play: https://play.google.com/store/apps/details?id=com.curiousmedia.jubitron.picnic.google&feature=nav_result#?t=W251bGwsMSwyLDNd
Amazon: http://www.amazon.com/Jubitron-Girl-Robot-Lovely-Little/dp/B00BMVZ49S/ref=sr_1_1?ie=UTF8&qid=1363111127&sr=8-1&keywords=jubitron

[youtube]http://youtu.be/ueVe-isx8uQ[/youtube]

22
Support / Zoomable Level - Best Practices
« on: March 12, 2013, 04:33:40 pm »
I have an idea for an app that would include the ability to pan, rotate, and zoom into the level like many games do.

I have a few questions about best practices when planning how this is setup. See attached image as reference.

1) I would like my zoom to vary between showing the whole map to zooming into about 200%. So the landscape would be twice as larger and the viewer would be closer to the action. How can I even begin to support this idea with HD graphics on retina displays? To have the level viewable all at once, it basically needs to be nearly 2048 tall already, but then I want to be able to get 200% closer, meaning it will have to be HUGE. Any tips or tricks to avoid having MASSIVE images?

2) Is 2DToolKit a good fit for this idea? Should I explore something like Rage tools?

3) I've tried some brief tests using the dicing feature. This does help, but I was wondering if there's a to not only eliminate blank space, but also slices that end up being identical. For instance when I dice the attached image (leaving out the blue, and making it transparent) I get many slices, representing the inner portion of the island, that are the same. How could I optimize this?

I guess I'm looking both for specific answers, and hopefully some tips to point me in the right direction for creating a level that is able to use panning, rotation, and zoom, all with support for HD devices such as iPad 3.

Thanks!

23
Support / Re: Platform Settings - Image/Sprite Edge Cutoff
« on: January 10, 2013, 02:55:32 pm »
Sounds good I'll try 1.90 beta first then let you know!

24
Support / Platform Settings - Image/Sprite Edge Cutoff
« on: January 09, 2013, 11:07:00 pm »
Hello again!

I'm not sure what's causing it (might be a setting I missed), but for some reason my sprites get cut off slightly at the edges depending on the platforms their used on.

Its especially noticeable on iPad 2 vs. iPad 3, where on iPad 2 there's some pretty harsh cutoffs on some image edges. Anything I can do?

Thanks!

25
Support / Re: Formatting WordWrap - Platform Settings
« on: January 05, 2013, 01:49:32 pm »
Ah gotcha. Well glad I could report a bug haha!

Thanks, take care.

26
Support / Formatting WordWrap - Platform Settings
« on: January 04, 2013, 08:12:42 pm »
Is wordwrap unsupported when using platform settings, or did I create my fonts wrong?

I'm just wondering because my word wrap changes based on the platform selected, and I have to manually change the numbers per platform or else my text goes offscreen.

Thanks!

27
Support / Re: Platform Settings - 1 Source Image
« on: January 02, 2013, 11:26:49 pm »
Update:
Solved one part, and another issue came up.

1) So the initial loading problem must be a quirk with unity or the settings not refreshing, because a full reboot of unity cleared that right up.

2) A new issue has arisen though, and I'm not sure what it has to do with but I'm leaning towards the platform switching. When loading between scenes now, the load times have increased by quite a bit, and the app crashes at various scene loads, almost as if its got a huge memory spike while trying to find the correct texture maybe?

Thanks for your awesome help so far, appreciate it haha!

28
Support / Re: Platform Settings - 1 Source Image
« on: January 02, 2013, 07:11:32 pm »
Yeah heres a little snippet with the names that show up so you can see.
These are what load near the end, which are the collections.

It looks as if it definitely is loading some 4x and 2x textures, but I have no idea why.
I can't find a pattern in the loading sequence of it, since it doesn't seem consistent.

Code: [Select]
ACA4x / 4096 / 300302
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

ACA1x / 1024 / 300276
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

ACB4x1 / 4096 / 303984
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

ACB4x2 / 2048 / 303996
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

ACB1x1 / 1024 / 309778
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

ACB1x2 / 1024 / 309790
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

BG14x / 2048 / 309852
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

BG11x / 512 / 309810
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

BG31x / 512 / 309972
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

BG41x / 512 / 309992
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

SCA1x / 128 / 310056
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

WC4x / 4096 / 310110
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

WC1x / 1024 / 310084
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

Worm4x / 512 / 317372
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)
 
(Filename: Assets/Scripts/InitialSetup.cs Line: 20)

Phil1x / 256 / 316942
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.MonoBehaviour:print(Object)
InitialSetup:Start() (at Assets/Scripts/InitialSetup.cs:20)

29
Support / Re: Platform Settings - 1 Source Image
« on: January 02, 2013, 06:19:54 pm »
Alright, I gave that a shot and it says there's 238 Texture2D assets before it even loads the game?
I checked their sizes and it seems to be referencing a few different versions (1024, 2048, 4096 were all listed).

I have nothing set in the scene or script that would load assets I'm pretty sure, hmm...

Code: [Select]
foreach (Texture2D tex in Resources.FindObjectsOfTypeAll(typeof(Texture2D))) {
print (tex.width);
}

30
Support / Re: Platform Settings - 1 Source Image
« on: January 02, 2013, 03:45:18 pm »
Thanks very much for the detailed response!

I got another quick question, does the project settings texture switch happen before the app is loaded in memory?
Reason I ask is because I set up @1x, @2x, @4x for all my collections, and set @1x in an initial scene that has no assets in it before it loads the first scene.

When loaded on an iPad 1, my thoughts was that it would switch to all the @1x textures, but it crashes on startup almost as if it was trying to load the bigger textures first. Just wondering if this is a bug or I'm missing some features?

Keep up the great work and support, and Happy New Year to you!

EDIT: Code Snippet
Code: [Select]
if (checkDevice()[0] == "iPad") {
int deviceNum = int.Parse(checkDevice()[1]);

//Texture Settings
if (deviceNum >= 3) {
platformQuality = "4x";
textureQuality = 4096;
} else if (deviceNum == 2) {
platformQuality = "2x";
textureQuality = 2048;
} else if (deviceNum == 1) {
platformQuality = "1x";
textureQuality = 1024;
}

tk2dSystem.CurrentPlatform = platformQuality;
}

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