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Messages - fsadeq

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16
Support / Re: How to change a sprite to grayscale in a atlas runtime ?
« on: February 03, 2015, 10:13:00 pm »
To add to this, any compelling reason my atlas textures are loaded multiple times (if using multiple materials) according to this tool: http://forum.unity3d.com/threads/resource-checker-free-list-texture-material-mesh-memory-use-in-scene.132008/

A lot of people I know use it and it's pretty awesome in showing you what textures/materials you have loaded in your scene, but unless I'm missing something obvious, why are my atlas textures loaded into memory multiple times? Thanks.

17
Support / Re: tk2dCamera woes
« on: January 29, 2015, 05:03:30 pm »
Thanks for the explanation, makes sense.

18
Support / Resizing source image of a Sprite Atlas
« on: January 29, 2015, 05:03:05 pm »
Hello, I've been using a TileMap created by adding a new Sprite Sheet (which uses a PSD as the source image). My question/issue is if it is possible to resize the PSD without screwing up the Tilemaps? This has been an ongoing issue where if I for example make the PSD longer, it completely screws up my tilemap's palette - majority of the brushes don't show up (yet they are still selectable). The only way to fix this is to re-create a new sprite collection and re-link everything, which is a huge pain. Is this fixable?

19
Support / Re: tk2dCamera woes
« on: January 27, 2015, 07:58:01 pm »
Thanks for the reply. Sounds like it's far too late to make these sorts of changes :/

Though, you say I shouldn't have to change the camera - but don't the camera and collection PPM have to be the same? Sorry, just confused because you said two different things.

20
Support / tk2dCamera woes
« on: January 26, 2015, 03:34:42 pm »
Ok, so I'm very far along in my game and have recently decided that the ratio of sprites on screen is too big and want to scale it down a bit. I naturally tried messing with the camera PPM setting (which has always been set to 64). I found that 58 has the perfect size of everything on screen, but it very subtly screws with some pixels - things like some pixels fatter than others, some half pixel-ish stuff, etc. It's subtle, but very frustrating.

My question is: Am I SOL? It's far too late to change source graphics where were all designed with the intention of 64 pixels per meter (the tilemaps, etc). Is there a way to calculate the scale so it renders perfectly? I know it's a good idea to have the sprite collections PPM and the camera PPM to be the same, but if I change the sprite collections PPM then everything is even worse.

Please tell me there is a solution! Thanks.

21
Support / Can we rename Sprite Collections?
« on: January 16, 2015, 09:34:08 pm »
Simple question, can we rename sprite collections, or does this break things? I want to be sure it won't have any consequences. I imagine I'd have to re-build the index afterwards? Are there other linkages to this? Thanks.

22
Support / General sprite with animator performance question
« on: December 16, 2014, 01:31:18 am »
Say we have some collectable (e.g. a coin) that has a general animation always playing. Does the number of frames in the animation impact performance at all? Thanks.

23
Support / Missing SpriteFromTexture options?
« on: November 10, 2014, 06:26:51 pm »
Hello, I'm using the 2d Sprite From Texture object and after dragging a texture into the slot, I only get the attached options. According to the docs, I should see a "Sprite Collection Size" drop down, but it appears to be missing? Is there a way to configure the other settings such as material or the texture filter mode? I see creating the 2d Sprite From Texture also created a data object in the scene that has the finer tuned settings, but just wanted to be sure.. Thanks.

24
Have I gone bonkers, or is this thread in Chinese?

25
Support / Quick TileMap question
« on: July 14, 2014, 03:46:38 pm »
Where are the tilemap dimensions stored? I'm wondering because if I want to use the same exact tilemap content (same sprite sheets, same layers, etc) but I want one scene to have a smaller tilemap than another, I can just duplicate the scene, adjust the tilemap dimensions and it doesn't break anything in the other scenes. But stuff like Layer settings persists in the tilemap data and carry over to any other scene that uses the same tilemapdata/editor data. Is the dimensions stored in the TileMap script itself? And is it for the very reason I'm describing? Thanks.

26
Support / Re: How to make sprite from tilemap?
« on: July 08, 2014, 06:08:46 pm »
I'm actually looking to something similar, except in the editor and not at runtime. Is such a thing possible? Essentially what I'd like to do is extract certain groups of tiles from the tilemap and turn them into their own gameObjects. This is for elements that aren't going to be static, like the original poster. Right now I am manually building the objects sprite by sprite and it is extremely tedious. Is there some way to hack this to somehow mark a group of tiles to "pull" them out of the renderdata and in to their own objects?

27
Posted in the other thread, but gonna post here as well. This happens to me also. Some sprites, re-adding them temporarily fixes it. Seems to be because of the prefab it's connected to.

28
Support / Re: Circular Progress Bar
« on: May 22, 2014, 01:41:49 pm »
theschnuffel, if you manage do you mind sharing? Thanks!

29
Support / Re: Circular Progress Bar
« on: May 21, 2014, 08:18:06 pm »
Guys - check this thread out: http://2dtoolkit.com/forum/index.php/topic,3629.msg18885.html

It works fantastically, the only thing is I can't get it to progress in the other direction.

30
Support / Re: Tilemap chaos
« on: May 20, 2014, 03:33:18 pm »
I managed to revert to yesterdays version, but it was still having the same issue. I did some tinkering with the tilemap, edit/re-commit and deleting a bunch of the duplicated renderDatas and it now seems to be working fine.

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