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Messages - DannyB

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46
Showcase / Re: Chicks Ahead - Cartoon style game for iOS
« on: March 21, 2013, 09:42:33 am »
Everything seems to fit in very well. Even though it rides on the Angry Birds train a bit

Heh.... so any game that has birds is a copy of Angry Birds? :)

I am not a big Angry Birds fan, and I did not know they have an orange at the corner... it just made sense to us, because it is a known, squeezable fruit that produces a drink with a lot of energy. Our first thought was to have a "Juice Box" there, then we said "no, let's avoid human items - let's put a fruit with a straw in it".

Eventually - as you noticed - we ended up with that half orange.

But Angry Birds did not invent "birds" or comic openings to trailers.... :)
Padding the trailer with a short story animation is just common sense, if you want to / need to add a background story to your game.



47
Showcase / Re: Chicks Ahead - Cartoon style game for iOS
« on: March 21, 2013, 09:07:29 am »
Thanks buddy :) appreciate it.

We are all lucky that we have 2D Toolkit, otherwise this would have been much harder...

48
Showcase / Chicks Ahead - Cartoon style game for iOS
« on: March 14, 2013, 08:41:46 am »
Hello fellow TK2D fans,

I would like to share my first and latest iOS game developed with 2D Toolkit.

The design intention behind Chicks Ahead was to provide an easy going and uplifting game play experience.

We have invested a lot of effort in animating the characters just right, choosing the right music and sound effects and adding many little things that we hope creates a more complete you-are-in-a-cartoon feeling.

Hope you like it.

ChicksAhead.com | On iTunes | @ChicksAhead

[youtube]http://youtu.be/fI7CH5-GU5E[/youtube]

49
Releases / Re: 2D Toolkit UI 0.9 Alpha Preview 1
« on: March 12, 2013, 10:46:18 pm »
Unikron, that is kind of you.

I for one am completely comfortable with an extra payment for this. 2D Toolkit is single handedly responsible for our ability to develop 2D games in Unity. We, as users, should have an interest and an obligation to keep it alive and its creator happy.

50
Releases / Re: 2D Toolkit UI 0.9 Alpha Preview 1
« on: March 12, 2013, 10:29:44 pm »
Whoa.... that seems AWESOME.
Will definitely give it a try. Would love to get rid of my clumsy UI code...

51
Releases / Re: 2D Toolkit 1.92 beta 1
« on: March 11, 2013, 06:16:32 am »
Nice indeed Unikron.
Thanks for all the time you put in it.

52
Releases / Re: 2D Toolkit 1.90 final
« on: January 27, 2013, 10:38:19 pm »
Nice.

What is this exactly:
"Single frame mode works as intended"

Or more specifically, is there any serious problem with the previous version?
I cannot upgrade as I am at the "final stretch" and I am using single frame mode, so wondering if there is something wrong with it.

53
Support / Re: Base size of a TK2D-powered project
« on: December 27, 2012, 01:27:24 pm »
Well, that is interesting.
The "Estimate App Size" button in the archive page gives me ~60mb - which is the same size that the unity player log gives me, which means it is the size of my assets.

This is good.

But the Settings > General > Usage pane on the device gives ~113 mb - almost twice.

I have no clue how does this happen, and if I have anything to do about it.

I mean, I don't want to end up with a game that is too high in the Usage table, so that people will delete it as soon as they are done with it....

So bottom line, I guess it has nothing to do with tk2d, but if you have any other tip as for where to look for this discrepancy, it would be greatly appreciated.

54
Support / Base size of a TK2D-powered project
« on: December 23, 2012, 01:20:02 pm »
Hi,

I am trying to figure out why I have a huge size difference between what the build log reports (~60mb, uncompressed) and what I see in the iOS Usage screen (~110mb). The Unity Answer (open question) is here

More specifically, I am trying to figure out if it has anything to do with tk2d.

Does anyone know what is the base size of a minimalistic tk2d project? One with
1. A simple and small sprite collection
2. An animated clip
3. A font

I mean, to the best of my understanding, the extra 50mb on my project can only be caused by code libraries ("using" statements), so I am wondering if tk2d brings too much overhead with it.

Thanks for any info.

55
Support / Re: iPhone 5 texture best practices
« on: November 23, 2012, 12:55:23 pm »
Thats great, thank you.

This dicing feature saves the day for me - makes everything much more compact with what seems to be almost zero negative effects.

56
Support / Re: iPhone 5 texture best practices
« on: November 23, 2012, 12:23:55 pm »
@unikron - should I worry about performance of a diced sprite?

I found this FAQ post but it does not cover it.

My specific use is just a couple of background images that I prefer to use diced. These only move slowly across the scene, and no color change or scaling is done to them at runtime.

I am dicing to 64x64 cubes - should it have any noticeable impact on performance? Or can I dice with no worries?

57
Support / Re: iPhone 5 texture best practices
« on: November 20, 2012, 01:52:43 pm »
That is so cool then! :)
Thanks.

58
Support / Re: iPhone 5 texture best practices
« on: November 20, 2012, 01:37:38 pm »
Thats the thing - right now I am not getting ANY artifacts.
But before I commit to such approach, I would like to know its limitations.

So far, on my desktop and in the editor, I see no artifacts at all scale levels.
I will try it on the device, and write back if I have artifacts that I cannot eliminate.


59
Support / Re: iPhone 5 texture best practices
« on: November 20, 2012, 01:19:01 pm »
Oh.... so what can be done about it?
Should I not use dicing at all with textures that are supposed to scale?

All my textures are expected to scale both up and down...

60
Support / Re: iPhone 5 texture best practices
« on: November 20, 2012, 12:18:12 pm »
Dicing is awesome!

Such an easy to use feature, and lets me stuff all the bigger textures into smaller atlases. This is my favorite feature of the week.

Small question - will I have any issues with showing a diced texture scaled up (exactly x2)? I mean, will there be noticeable pixel bleeding when my 1024x768 pixel texture be shown on iPad 3 (I am not using platform specific 4x files)

So far, I noticed that in the editor, there is pixel bleeding when I zoom in and out, when in point sampling. In bilinear sampling, it looks perfect as if it is a single texture (this was counter intuitive for me, I expected the opposite).

Thanks.

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