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Messages - TekuStudios

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46
Releases / Re: 2D Toolkit 2.3.0
« on: November 14, 2013, 02:08:33 pm »
Unity 4.3 is sometimes crashing by a memory allocation fatal error. It happens randomly when loading a scene on Play, but it always happens when loading our test scene with the new 2DToolkit 2.3 atlases set to PNG atlas (instead of Unity texture). Could there be some memory leaks?

There could be a memory leak in the editor, though I can almost 100% guarantee it won't at runtime. I'm thinking of a much more aggressive unloader when running in the editor. Will probably be in the next hotfix / version.

Perfect then :)

47
Releases / Re: 2D Toolkit 2.3.0
« on: November 14, 2013, 01:41:27 pm »
Unity 4.3 is sometimes crashing by a memory allocation fatal error. It happens randomly when loading a scene on Play, but it always happens when loading our test scene with the new 2DToolkit 2.3 atlases set to PNG atlas (instead of Unity texture). Could there be some memory leaks?

48
Releases / Re: 2D Toolkit 2.2.3
« on: October 18, 2013, 10:44:03 am »
Thanks a lot :)

Oh, and btw just a quick question: do you plan to support blend shapes for sprites in future updates? We would love to see a feature like that on 2DT.

49
Support / Re: Our per-object Motion Blur solution: use it if you want!
« on: September 01, 2013, 08:23:39 pm »
You can change the y velocity if you want. We only wanted to blur some things when x != 0. This is not an asset or something like that, just some script we decided to share, so there are some things that we just commented for our purposes.

I think I've located the issue. Please try this: setup a non-animated sprite (not a character, just some static object or item with a single image for sprite), and try to blur it. We didn't code this to blur animated sprites, so I'm afraid that your atlas (which contains all your character frames) is duplicating in full. Try to do this with a single object, I think it will work then.

If you want this to work with characters that have multiple frames, I don't think it will work, unfortunately. But feel free to change whatever you want to accomodate the scripts to your project.

50
Support / Re: Our per-object Motion Blur solution: use it if you want!
« on: September 01, 2013, 06:25:14 pm »
The sprite that I'm using in the TrailMotionSpriteObject variable is actually not animated, and that is the only sprite that matters right?
It depends on that gameObject. It shouldn't have anything besides a tk2dSprite component, otherwise the entire object duplicates and everything goes crazy. What we do is to store each sprite that is going to be duplicated in its own unique prefab. I'll explain this:

We know exactly what objects will have this faked motion blur effect, so let's say that you have a boulder that falls off a cliff and want to blur it. Then you should create an empty gameObject, attach only a tk2dSprite component and give it the exact sprite you want to appear duplicated. So then you store it as a Prefab and assign it to the script's TrailMotionSpriteObject variable through the Inspector.

This is exactly how we do it, it should work perfect if you follow those steps. However, this is just some script we coded months ago and I'm a bit out, if you still experience weird issues I'll take a deep look at it as soon as possible.

51
Support / Re: [OFFTOPIC] Unity officially unveils its 2D framework for 4.3
« on: September 01, 2013, 10:55:59 am »
Well, at least the Box2D and collider/joints system seems to be fairly good and optimized.

52
Support / Re: Our per-object Motion Blur solution: use it if you want!
« on: September 01, 2013, 10:52:00 am »
I'm afraid that we didn't set it up for animated sprites, it is only designed for non-animated sprites (e.g. a rock falls off a cliff and you want to blur it when it is moving). The script needs to be tweaked in order to work with animations.

Also, have you added the second script to your project? The first one needs the second one.

53
Support / Re: Our per-object Motion Blur solution: use it if you want!
« on: August 31, 2013, 11:37:47 pm »
It needs the Render Layer property to work correctly, I'm afraid. However, the nex release of 2DT (2.2) is almost here and comes with a final version of that feature.

54
Support / [OFFTOPIC] Unity officially unveils its 2D framework for 4.3
« on: August 31, 2013, 09:30:29 am »
Just thought you guys might find this interesting:

http://www.youtube.com/watch?v=gKYrdTZc5YE&feature=youtu.be&t=1h15m13s

The 2D features part begins at 1h15m13s.

55
Showcase / Re: WIP metroidvania style pixel art game
« on: July 26, 2013, 10:40:38 pm »
Well, it does look awesome!! Pretty nice work you did there.

Congrats!

56
Support / Re: An incredibly noob question cencerning atlases
« on: July 24, 2013, 11:51:04 am »
I couldn't build it for web, Unity threw me some errors. However, I've built it for Windows with just one level, and the Data folder is 200Mb. Just one unfinished level!

Anyway, when we reach the final stages of development, we'll try then some solutions for this.

57
Releases / Re: 2D Toolkit 2.1 beta 2
« on: July 24, 2013, 11:40:04 am »
Nice

58
Support / Re: An incredibly noob question cencerning atlases
« on: July 23, 2013, 08:34:59 pm »
Yeah, we are dealing with Compressed/True Color, but we hoped to find another compression way to reduce even more the weight of each atlas.

Thanks for your answer.

59
Support / An incredibly noob question cencerning atlases
« on: July 23, 2013, 07:19:04 pm »
Hi there again.

We are trying to compress as much as we can every single image of our game to keep it running at 60fps. We have compressed the original PNG files a lot, and a little more using the Posterize option of Photoshop (with the appropriate setup), and we have updated all our collections with the new reduced images.

After doing that, we've checked out the new atlases of the collections, and all them weigh the same as before! So then every single level has exactly the same size to load? How does exactly the atlases work? Even if an atlas is the same size as before, if the images it contains are lighter, shouldn't it be lighter too? We are a little lost on this subject.

Thanks for your time.

60
Releases / Re: 2D Toolkit 2.1 beta 3
« on: July 23, 2013, 01:05:04 pm »
Nice, thanks for the quick answer :)

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