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Messages - Dajuice

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16
Showcase / Re: Knightmare Tower on OUYA!
« on: May 08, 2013, 03:42:46 pm »
Thanks Teku! We'll do our best always :D

17
Whoa great! Can't wait for this update and keep up the good work!

18
Well, now that the game's finished and on Ouya (yay^^)  I now have to come back to those tricky and depressing questions about memory management...

First, thanks for the answer, second, you tell me that even if there is no obvious (do not mix with obviously no) link to a sprite sheet from any sprite on the stage, the texture will still won't be GCed after RemoveUnusedAssets? This is a rather disappointing conclusion if this is what you meant...

Thanks for this, I think I'll have to rethink my memory management all over (I cannot afford to completely unload my pages, or I'll have to rethink all the game structure)

19
Showcase / Re: Knightmare Tower on OUYA!
« on: April 02, 2013, 03:03:45 pm »
Thanks :) hope you (all) enjoy the game!

20
Showcase / Knightmare Tower on OUYA!
« on: March 28, 2013, 11:50:25 pm »
Juicybeast is proud to present Knightmare Tower as an Ouya Launch Title!

Here is the website, where all the info is!
http://knightmaretower.com/


21
Support / textmeshes and dynamic batching bug?
« on: March 25, 2013, 06:25:00 pm »
In my game, I set the max chars for a textmesh at 75 and it is batched correctly (and my test was a scene with 2 textmeshes), over that, it cannot be batched, is it a known phenomenon?

22
Must I understand there is absolutely no way to access animated sprite's name?

23
Hey there! Long time no see! So my question is rather simple: any way to get the name of animations at runtime? My researches led me to this sad answer: http://answers.unity3d.com/questions/192441/get-the-name-of-an-instances-prefab-at-runtime.html But maybe you have the name stored in a dark corner of your script?

I need this so I could easily include animated sprites to my memory manager...

Also I was wondering if you could think about this feature of memory management: nothing to manage, but only the part where , with a function call, you can make a sprite lose all links to it's texture so memory can be freed.
While the texture's gone, all scripts seems to run normally, but nothing that touches texture manipulation runs, so you could change spriteId and Play/Stop SpriteAnimations still works, but with no texture.
Then with a call, you put back the texture and it is updated accordingly.

As always, thanks :)

24
Support / Re: Sprites, Atlases and memory management
« on: March 04, 2013, 02:43:35 pm »
And yet again, I find 3 minutes to late... but this time I,ve been misled! In your doc http://www.unikronsoftware.com/2dtoolkit/doc/reference/sprite_collection.html
you use tk2dSystem.LoadResourceByGUID<tk2dSpriteCollectionData>, but it seems to work fine using tk2dSystem.LoadResourceByName<tk2dSpriteCollectionData>, maybe you would want to update the docs? I know I'm a hell of a fool proof test, but ... there is no but, just thanks.

25
Support / Re: Sprites, Atlases and memory management
« on: March 04, 2013, 02:33:50 pm »
And now I'm stuck just a little further: The checkbox checks, I have the loadable asset path/name, but when I try to access it with the command line, it returns nothing, before it was Null, now it is nothing.. Here is a picture that explains what I did, is there anything I did wrong?http://d.pr/i/opay

26
Support / Re: Sprites, Atlases and memory management
« on: March 04, 2013, 02:08:38 pm »
ok, I shouldn't post before even trying, done, it is just your new way to access Collections from outer classes that was giving me those error messages

27
Support / Re: Sprites, Atlases and memory management
« on: March 04, 2013, 02:06:49 pm »
hmm... I'm a little screwed as I was using clipped sprites, now they're an incompatibility hive.. I'll try to repair the lost connections.

28
Support / Re: Sprites, Atlases and memory management
« on: March 01, 2013, 09:23:20 pm »
haha, okay I'm sorry for the unnessessary reading.. I'll just say that I found the docs about Loadable asset and now I'm theorically able to load collections... BUT... when I press the loadable asset check box, it loads a little bit, then the box remains unchecked, and I'm still unable to load the collection with :
Code: [Select]
tk2dSpriteCollectionData col = tk2dSystem.LoadResourceByGUID<tk2dSpriteCollectionData>(colName);

29
Support / Re: Sprites, Atlases and memory management
« on: March 01, 2013, 08:58:00 pm »
Further research on how to do what I want to do led me to this topic: http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,1058.msg5098.html#msg5098
this has been really helpful, but you told the poster "But, if all you want is to load sprite collections dynamically, you don't need to do this. I'll reply to your email soon with more details about that, just held up with some stuff right now. It does work." And I believe that the content of this email replay is the answer I need.

30
Support / Re: Sprites, Atlases and memory management
« on: March 01, 2013, 04:28:20 pm »
They are in the scene, my situation is much like the one from this post http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,1129.msg5377.html#msg5377.
I'm loading my UI scene and accessing it and all, but when I was profiling with unity it told me that everything was fine and all was finely handled (when I see the title screen, the textures memory takes the space of my title atlas, when I am in my shop, the texture memory takes only the space of my shop atlases and so on...) but it seems that no.  so I guess I'll have to make my memory management for this, I think I have an idea: serialize and destroy the sprite components when they are hidden, then re-add them to next shown assets when making a page to page transition.

I know that in your previous post, you advised to load all the UI then only take what's important then dump everything else, but I feel like much of the loading time would be a waste of load unused and delete unused assets... So you think it could be done my way?

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