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Messages - fattie

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16
Support / Re: Sprites, Atlases and memory management
« on: September 11, 2013, 12:26:43 pm »
"There will be a explicit way to unload a specific sprite collection in 2D Toolkit 2.0."

So to be perfectly clear, this is ..

http://unikronsoftware.com/2dtoolkit/forum/index.php?topic=2101.0

scroll down to the example "scdToUnload.UnloadTextures()" ..

am I correct?

Where's my best bet for any doco or examples on this?  Cheers

17
Releases / Re: 2D Toolkit 2.2 final
« on: September 11, 2013, 07:26:31 am »
Magnificent, thanks.  Yeah at one point about 3 updates ago I had a big "update gap" - so that explains it. THANKS

18
Releases / Re: 2D Toolkit 2.2 final
« on: September 10, 2013, 08:15:02 pm »
OK, i got this problem ...



note that I had the shader in BOTH !! locations.   I trashed the one IN resources/, and moved the other one in there

then the project had maybe, oh, 10 places that were apparently using that other one ("pink squares") so I just clicked those over to the new one.

19
Releases / Re: 2D Toolkit Integrity Checker
« on: September 09, 2013, 02:29:29 pm »
Integrity Check Success! .. thank God!   :D

20
Releases / Re: 2D Toolkit 2.2 beta 1
« on: September 07, 2013, 11:58:24 am »
Unikron dudes --

I'm thinking, just a simple one it would be great if you could put ALL the DEMO material,

under ONE folder.

(A detail, if you also throw the PDF / etc in there.)

That would be GREAT .. for the reason that when you import using Unity's process, you could turn off importing the DEMO material decisively with one click.

That would be great!

21
Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 29, 2013, 11:46:50 am »
Regarding TILEMAP ...

I just tried importing 2.2b1 into a fresh new blank project.

In fact, I unselected TileMap (and UI) as I am not using them.

Actually, it doesn't work --

for example tk2dEditorUtility OnUndoRedo() references TileMap.


I'm thinking, would it be better if one could cleanly not install TileMap / UI ?

Cheers Fattie

22
Releases / Re: 2D Toolkit 2.2 beta 1
« on: August 29, 2013, 10:13:49 am »
Regarding 3GS.  Yeah it DOES SEEM TO WORK with 2048.  I find the sprite size limitations very confusing on iPhone, and hard to find real information on.  Because bizarrely .. it even seems to work with 4096 (!) Perhaps in the pipeline it chops it down and does something really slow if you (foolishly, as it were) use textures that are too big.

Regarding "should you target 3GS" personally I say "No."  But for a client with 1m players on a game, tragically, yeah, some 100,000s end users still have a frikkin' 3GS.  It's worth noting that YOUNGER AUDIENCE often has crappier older devices -- it's obvious when you think about it.  (They get Mom's old phone - that sort of thing.)

  • Default sprite collection size is now 2048. 1024 is no longer a sensible minimum. No one targets iPhone3G anymore, right?

Hmm I thought people still targeted the 3GS as it uses iOS6 (and has a 1024 max texture size). Or am I wasting my time supporting it?

Isn't iPhone3GS max texture size 2048? Its got pretty much the same gfx chip as the iPhone4 in it. I haven't got a device handy, but all the benchmarks I can find online say max texture size on 3GS = 2048. Am I mistaken?

23
Hello, when publishing for Android, a problem is, one needs a lot of devices for testing.

Do you have a big pile -- ten plus - Android devices?

If so we would PAY you to test builds on a project.

For example if you have twenty Android devices, we might pay say $500 or $1000 for you to test a project on all of those.

(Call it $50 a device, something like that.)

(Obviously the three or four most common Android devices, even Android-babies like ourselves would already have - so I mean other than the most obvious devices.)

When I first got in to Android development, I assumed this would be a very common need.  I assumed there would be any number of "Android testing studios" that do nothing other than have a pile of Androids, and charge $8 per device to test.  However I have not been able to fund any such shops.

24
Support / Re: Deformable sprites?
« on: February 24, 2013, 03:53:38 pm »
I was thinking, you could "eliminate atlases" in a way. There could just be one bucket that holds "all your sprites".

TK could take care of allocating it in to atlases.  Expert users could choose atlases as at present.

Of course it's easy to be an armchair developer  :)

25
Support / Re: Deformable sprites?
« on: February 24, 2013, 11:19:39 am »
It's interesting that based on your recent poll (which is fascinating, I never would have thought) I guess the greatest need is more and more and more simplicity for brand-new users.

(I would never have realised most users were newer users - incredible show of power of marketing information!)

Perhaps really sophisticated needs like this should be put on the back-burner. It makes me wonder what would really really help super-new users.  Who knows?  Tricky.

26
Support / Re: Deformable sprites?
« on: February 24, 2013, 10:16:48 am »
Great tip, thanks for that

27
Support / Re: Load/Change texture on Sprite.
« on: February 20, 2013, 06:02:01 am »
Hi Newbie, to be clear those are code fragments.  They work perfectly and are copied out of different files from a working project, but t is not one slab of text you can paste in to one javascript file.

General javascript help is beyond the scope of this forum I guess, but whatever your variable "PNGtoSprite" is, basically you have not set it (use one of the "Find" commands or drag something to it in the editor). Hope it helps!

28
Support / Re: Understanding draw calls
« on: February 01, 2013, 06:12:44 pm »
Great, thanks for that. That is fantastic information to know, if one is managing memory.

Great stuff...

29
Support / Re: Deformable sprites?
« on: February 01, 2013, 09:27:46 am »
Just for the record, Dakeese.

I think more and more as games get in to procedural stuff... For example we had to do a couple projects lately where the "generated images" as you describe were done by really generating them on the fly - I mean painting them on the fly, using code. I suppose you would say a "light AI" approach.

(So in your top example you might paint the correct grey shape, then add the darker mottling randomly, then the software would understand the "edge" and you might have say 25 random plants and the software would paint those in, perhaps add a random tree and some rocks, and so on.)

I have no idea if that is what is done in the examples you give, or, if as you say it is "just" old-fashioned fooling around with tilemaps. But there's a possibility it's not tilemaps at all, but rather they have moved over to let's say "generated painting".

30
Support / Re: Understanding draw calls
« on: February 01, 2013, 09:18:46 am »
"You've ignored what happens when you have more than one sprite collection visible at a time. At this point they are all sorted by Z, and batched according to sprite collection."

Unikron, to be clear ...

I'm wondering, does that go literally by _sprite collection_, or in fact by _atlas_ ?

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