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Messages - 39thstreet

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1
Good to hear!

For the time being, what I'm doing is creating two asset bundles (a 2x and a 4x), keeping a reference to the two data files in my scene asset bundle.   

I'm setting up all the spites with the 2x, and then have a script which checks current platform on Awake() and swapping to the 4x then if appropriate.   This seems to be working so far on testing, although it all feels a little awkward.

2

Hello.  Having a bit of a problem with how best to handle our project which is going to be making significant use of asset bundles.

I have a 2dtoolkit project where significant portion of the game will be downloaded via scene assetbundles and separate object asset bundles.  I need to support 2x and 4x assets.

My original plan was to sacrifice size for convenience and include both in the asset bundles and let the sprite collections automatically take care of the 2x/4x decision.     But I do realize this is inefficient and more importantly based on tests and other threads here, platform sprite collections just don't work with asset bundles. 

So instead I made a separate sprite collection for each size, MyCollection2x and MyCollection4x.  Now what?  Two copies of every scene in the game?  Dynamically update the references in an export script and then save out 2x and 4x versions of my entire project?  Or just grab one copy and then update the references at runtime?   Every approach feels clunky.  What do other people do here?

Thanks in advance.

3
Support / Re: Fastest way to load PNG assets?
« on: June 26, 2015, 08:48:36 pm »
Additionally, this isn't accounting for the benefit of not having to load those PNG TextAssets just to create the actual Texture2Ds, which Unity automagically does if the Sprite Collection is referenced in a level anywhere.  It certainly seems like it warrants a further experiment on my end, unless there is some clear reason this won't work that I am missing. 

Thanks for this thread as we've been looking into some slowness with our PNG loads!

We're trying to use this method to improve load times on our png assets, but when we try to load the .png.bytes files via resources.load we aren't able to cast them as a texture2D, is there another step to this we are missing?

Did you end up doing this, and if so, do you have any implementation tips?

TIA!

4
Showcase / Re: Card Crawl [iOS]
« on: April 02, 2015, 07:28:06 pm »
Card Crawl is a great game, thanks for sharing:
http://www.pockettactics.com/reviews/review-card-crawl/

5
Support / Re: Cutting/Splitting a Sprite with Mouse/Touch
« on: May 17, 2013, 08:38:27 pm »
I'm looking to do something very similar, so if anyone has gone down this road and feels like sharing code, that'd be great  :D.


6
Support / Re: Issues with platform settings in project upgrade to 1.80
« on: November 09, 2012, 12:31:08 am »
That is actually expected behaviour. The sprites are scaled to be exactly the same size regardless of the platform. That means that as long as the display gets scaled correctly to display at native res, you will see 2x the detail. No need to reposition anything.

With the tk2dCamera, all you need to do is use a default override and everything else just works.

Oh, duh.  That makes perfect sense, thanks.

7
Support / Issues with platform settings in project upgrade to 1.80
« on: November 08, 2012, 06:21:34 pm »
I'm trying to upgrade my project to 1.80 and I can't seem to get it working correctly.

First off: have to say I'm loving the design of the platform settings, really flexible, 2dtoolkit continues to impress.  Now if I only I could figure out what dumb thing I'm doing wrong!

I updating my existing collections as defaulting to 2x, with 1x as the other platform.   The collection set up worked perfectly, all my low res assets got loaded and everything looked perfect in the collection data.

Now, when I try to test the game with the preview window set to 480x320 it does not work correctly.  Here is what I'm seeing:
1. tk2dSystem.CurrentPlatform correctly gets switched to 1x.
2. The game loads the low res/1x versions of my assets correctly as well.
3. Here's what it breaks down -- all the 1x assets appear to be scaled up to be the same size as the 2x assets.  In other words, in the 480 by 320 window I see only a small crop of my scene with blurrier assets.   

Obviously what I'd expect to happen here is that the 1x assets would show at their native resolution and fill the 480 by 320 window in the same way the 2x assets fill the 960 by 640 window.

Any idea what I might be doing wrong here?  I'm not using any resolution overrides or doing anything else odd with the tk2dcamera as far as I can tell.



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Support / Re: Memory Leak (inconsistent), would love some help!
« on: October 02, 2012, 07:51:27 pm »
Thanks, that is helpful!  I'll do some more testing.

I saw a mention of mesh memory leaks in the latest 1.8 alpha notes, this couldn't be related to that could it?

9
Support / Memory Leak (inconsistent), would love some help!
« on: October 02, 2012, 07:24:36 pm »

Having a real beast of an issue with my game.  It works 99% of the time (like, seriously, I can play for hours and hours with no issues).   Yet on a handful of occasions I've had a weird error pop up, it's happened on both my platforms (Android and iOS), so it does not appear to be platform specific.

The Game Structure
Our game has 6 scenes that are loaded and unloaded in a semi-random order. When transitioning between a transition screen covers the game (this is a persistent GameObject with a DontDestroyOnLoad). This transition destroys all the elements of the previous scene, then calls the following inside a Coroutine:
Code: [Select]
AsyncOperation asyncunload = Resources.UnloadUnusedAssets()
yield return asyncunload;
async = Application.LoadLevelAsync(nextId);
Once that async is done, the transition hides itself and the next scene is played.

The Problem
Very rarely (as mentioned, has happened maybe 8 or 9 times out of hundreds and hundreds of scene transitions), the transition animation will slow to a crawl.   The transition normally takes 2-3 seconds, but once the bug hits it will take 10-20 seconds.   Once the transition is done the game seems to play perfectly fine (crazy, right?), but when the next transition comes up the slowness will return.

Memory Checks
I added a TON of debug code to try and isolate the issue.  This has revealed the following:
-We haven't been able to pin down the problem as associated with any particular one of our scenes, although it may be.
-There appears to be a weird memory leak.  When the game is working normally, right after the UnloadUnusedAssets() we get a System Memory in Use: 3.0mb -- again it will show right around 3mb every time after every game for hundreds of plays.   

When the game starts messing up, this System Memory in Use goes up!  e.g. System Memory in Use: 17.0mb or higher.   In other words, it sure looks like memory is not being cleared.  Sometimes it will fall back down to 3.0 after the bad transition, other times it will stay at this high level through more transitions. 

The really bad part is when it sticks like that, because the game appears to be totally broken (20 second transitions every time), and the only way to fix it is to force quit the app (something many Android and iOS users have no idea how to do).

That's about all the information I have so far, any advice on what this might be or ideas on how to isolate the issue would be immensely helpful.  We were hoping to launch this week  :-\



10
Support / Re: Mipmapping based on platform
« on: August 16, 2012, 08:46:55 pm »
Bumping this old thread.

I would really love a way to disable mipmap by platform.  Since I want them off on iOS and on when on Android.    Failing that, though, it would be great to have the mipmap setting exposed in the SpriteCollection settings. 

Being able to flip on/off mipmaps in the Collection (as opposed to having to separately edit the atlas0.png texture itself) would at least make life easier.

Just a thought.

11
Support / Re: Recommended method for simple particle effects?
« on: August 15, 2012, 02:38:49 pm »
I haven't really had an issue with Shuriken for most of the effects I've wanted to do.   I just make the emitter a really flat box and I get pretty good control.    About the only thing I couldn't do I really want to was use a 2d object as a mesh emitter (that is, have an effect appear over the visible surface of a sprite).

Is there a reason 2dtk would need it's own system?  Some reason to avoid Shuriken?

12

We just launched our first Unity / 2dToolkit app.  I realize it's a kids app, so doesn't have the appeal of a general audiences game, but at the risk of a little shameless self-promotion, it's probably one of the more popular apps released to use 2dtoolkit.   Monkey Math School Sunshine has been a best seller (consistently in the top 200 overall games, and top 20 kids games) on iOS for a year or so now.   

We were really pleased with 2dtoolkit.   Looking forward to getting more of our apps in Unity and seeing how 2dtk develops!

https://play.google.com/store/apps/details?id=com.thup.MonkeyMath

We're still soft launched now (haven't done any promotion), I like to do that to see what bugs shake out before we start advertising.

13
Support / Re: Tint & Loop Sprite
« on: July 24, 2012, 05:45:14 pm »

Not sure about your specific issue, but if you're coming from Flash and ever used TweenMax or TweenLite, check out HOTween: http://www.holoville.com/hotween/

Well optimized for performance and I've had good luck using it to tween all sorts of things in 2dtoolkit.

14
Releases / Re: 2D Toolkit 1.76 beta 1
« on: July 14, 2012, 12:53:13 am »
Yep, I had indeed changed the default directory.

Sorry for not getting back to you earlier with that.  I'll check out beta 2 on Monday.

Thanks!

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Support / Re: Duplicating Sprite Animations
« on: July 13, 2012, 07:21:02 pm »
Oops!  Problem solved, just have to do a 2dToolkit > Rebuild Index. 

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