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Messages - fattie

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1
Support / Re: These days, using point-filter to blow up pixels
« on: February 02, 2016, 10:50:04 pm »
Right, as I mention above these days it works beautifully in TK !

Yes, the advantage is enormous texture size saving - it's normal to blow up "pixel-art" these days to 16x or more physical pixels

Cheers!

2
Support / Re: These days, using point-filter to blow up pixels
« on: February 02, 2016, 01:44:18 pm »
We found this now works BEAUTIFULLY in TK/Unity.  Good one.

3
Support / These days, using point-filter to blow up pixels
« on: January 28, 2016, 04:50:22 pm »
We have a project with "pixel-looking" images.

So, a 10x10 pixel png, when enlarged say 100 times, I just want each 100x100 block in the result to be a pure color ... so pure "point-filter" enlargement.

Indeed, Unity used to handle this very badly going back a couple years - it basically didn't work, it would "helpfully" smudge the enlargements.

Does anyone have any current experience with this?  Does "true" pixel-wise enlargement work well these days?  in the TK-Unity pipeline.

Thanks!

4
Support / Re: OK to remove TileMap / UI folders?
« on: January 21, 2016, 12:42:56 pm »
Good one!  :)

5
Support / OK to remove TileMap / UI folders?
« on: January 19, 2016, 04:17:54 pm »
These days, is it still perfectly OK to simply remove TileMap and UI folders,

if not needed in a project?



Cheers!

7
Releases / Re: 2D Toolkit 2.5
« on: November 13, 2014, 10:41:02 am »
Whoo hoo!  2.5 !!

8
Releases / Re: 2D Toolkit 2.4 beta 3
« on: March 13, 2014, 12:23:31 pm »
I haven't used Unity (and hence 2DToolkit) for a few weeks as I've been busy with iOS.  Back to 2DTK, hooray!  :)

9
Contract Work / Re: Looking for contract developer for games using tk2d
« on: November 24, 2013, 08:48:03 am »
Thud, we work a lot on west coast, east coast, europe, and indeed Asia (I guess that about covers it come to think of it  :) )

With the ridiculous "Unity rush" lately, I find competent unity engineers are going for about 3000 usd a week. The handful of people with a lot of experience charge 100-300 /hour, 5k a week or whatever.

in the valley, it's almost like the demand for actually-good android guys (since there are only a handful)

10
Support / Re: [Help] How to get passworld value use tk2dUITextInput?
« on: September 16, 2013, 07:45:14 am »
un-real!  I didn't know you did input, how amazing is that.  holy!

11
Releases / Re: 2D Toolkit 2.2 beta 1
« on: September 16, 2013, 07:25:37 am »
"Moving the demo folder around will cause a lot of issues"

Ah in that case - it was a bad idea!  :)  We don't want no issues ...


I'm thinking, could you include a script "delete all demo material" which does that?  Or at worst just a note in the readme "You can safely delete these files..."

Just a thought

12
Support / Re: [Help] How to get passworld value use tk2dUITextInput?
« on: September 15, 2013, 02:58:21 pm »
Lame question --- does TK's awesome fields system, actually handle INPUT ?

Input is actually really messy on unity on the different platforms (ios, andr, webPlayer) - sucks. It's a real, real chore to get all the backspaces, item selections etc working on all the platforms.

Sorry I have not had a chance to look at the package, so asking here of course  :)

(Obviously Unikron could wrap up the programming of input to go with your forms solution, in a few minutes  :) )

13
Support / Re: Unload Textures
« on: September 15, 2013, 02:55:47 pm »
Hey Radu and Int64,

"I'm experiencing the same thing where unloading the textures and then trying to use sprites with those texures results in black blocks instead of properly reloading texures. Can you send me the patch as well? I just to the latest tk2d version from the asset store 10 minutes ago."


I experienced EXACTLY this problem on a big project.  HOWEVER.  I recently found that the problem only exhibits IF you are running out of texture memory on iOS.

On the same project for unrelated reasons we massively reduced the memory usage on all iOS devices.  I then COULD NOT EXHIBIT the problem you describe no matter how hard I tried.

I want to know if you two guys project had a lot of memory use when you exhibited this problem?

What do you think?

14
Releases / Re: 2D Toolkit 2.2 beta 1
« on: September 15, 2013, 02:46:02 pm »
You're right, moving things around is hell.  So true.

But what about this ONE relatively modest - and worthwhile - change.

Simply, make a new folder at the top with a big name like "ALL DEMO MATERIAL IN HERE ONLY FOREVER /"

from then on,

every and all demos, manuals, notes, readmes, PDFs, etc would be in that folder.

this would be incredibly handy.

Note that the only downside is, it could be that someone leaves hanging around some particular demo file, in the "old" location and also in the new ultra-demo-folder location.

It's kind of like this event ...

http://en.wikipedia.org/wiki/Dagen_H

... the sooner it's done the better  :)

It's an interesting observation that you probably never have to do this, but every single time I update I spend 20 minutes swearing about trying to find all the damn demo files  :)  Is it safe to delete this png?  what's this?  etc etc.  (recall that the stupid interface in Unity does not "stagger out" folders correctly so there's really no clue what's happening anyway.)

15
Support / Re: Sprites, Atlases and memory management
« on: September 15, 2013, 02:37:26 pm »
"For now, if you destroy all sprites using the sprite collection, and then do Resources.UnloadUnusedAssets(); that should unload all unused spritecollections."

One finding, based on a tremendous amount of testing on a vast number of iOS devices from 3GS onwards.  I have found that it DOES IN FACT (i.e., Unity does in fact), CORRECTLY get rid of the memory from texture memory, when you use TK's UnloadTextures.

This is great news.

(Typically you can not really use UnloadUnusedAssets during gameplay, as it is slooow of course in Unity. So normally that's not really an option, I'd say.)

So in short I have found that the UnloadTextures approach works really well, perfectly - you can sit there watching the texture memory go up and down - absolutely reliably - in the profiler.  (This on iOS anyways - who knows on android!)

-- HOWEVER --: I have found, furthermore, that if you are running up against the memory limit in iOS, "you're screwed".  Say you unload collection "AA".  The problem is this: later, you want to load "AA" again, unity WILL NOT DO IT - essentially a bug or weakness in Unity. (Unity should, at worst, stop everything and do a slow UnloadUnusedAssets and load your new request for you, but it doesn't, you're screwed.) Again this is only when you're getting memory warnings in iOS.  But it's a killer problem because instead of your textures you'll get - black.  :)  (Annoyingly in a way, Unity, I think generally, sort of magics most memory warnings in iOS and does its very best to keep going anyway, that's great but you can get a bit sloppy about texture memory usage when developing for iOS with Unity.)

So anyway, I have found with vast testing that UnloadUnusedAssets works really fantastically, it works perfectly. You can load the collection later again when you need it.

Certainly, any time you have "backgrounds" on a 2D game, this would basically be a must, you could only work this way (you couldn't leave different backgrounds, which are enormous on retina, and relatively enormous even on old phones, hanging around).

I use precisely this code ..

Code: [Select]
function __specialReleaseTechnique( ccc:tk2dSpriteCollectionData )
{
var mtl:Material;
for ( mtl in ccc.inst.materials )
{
Resources.UnloadAsset( mtl.mainTexture );
}
}


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