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Messages - davedev

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1
Support / Re: Problem Getting Platform 2x Working
« on: October 28, 2013, 10:45:19 pm »
Sorry. Didn't know. I posted a request to the private support forum for membership.

2
Support / Problem Getting Platform 2x Working
« on: October 28, 2013, 08:40:03 pm »
I am getting this error when I try to implement defining a platform of "2x":

NullReferenceException: Object reference not set to an instance of an object
tk2dSpriteCollectionData.get_inst () (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSpriteCollectionData.cs:455)
tk2dBaseSprite.Awake () (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dBaseSprite.cs:638)
tk2dSprite.Awake () (at Assets/TK2DROOT/tk2d/Code/Sprites/tk2dSprite.cs:21)

Prior to this, I was not getting an error, but it also wasn't switching to the 2x sprite. I've attached a copy of my assets folder. Any ideas on what I am doing wrong?


3
Support / Compression and Flash File Size
« on: September 13, 2013, 07:13:32 pm »
I have a game that I am trying to save to Flash that has many sprite animations. I have set the compression on the sprite collection texture and the atlas to "Override for FlashPlayer", jpg, and 50 compression quality. However, this doesn't seem to have any affect on the swf file size. If anything the swf file size has gotten a little bigger once I set the compression. Any ideas on why my file is not getting smaller?

4
Support / Web vs. Mobile Screen Size
« on: August 27, 2013, 12:23:28 pm »
I have a mobile version of an app that I use the platform settings to do the 1x, 2x, etc. screen sizes. I also need to do a web version that is 68% of the 1x version. For example, the 1x version is 1024 x 768 and the web version is 700 x 525. What's the best way to manage this?

The web version doesn't need to switch to any of the 1x, 2x sizes so it can have its own sized textures/sprite collections and be published separately.

5
Support / Non-standard platform size?
« on: August 16, 2013, 04:14:07 pm »
If I have a 2x platform size of 1024 x 768, can I do a non-standard 1x size of 700 x 525? Same aspect ratio, but not an even division of size? The textures would of course be sized to the correct percentage, but is there anything else that would be a problem? The 2x and up would be for iPads. The "1x" would be for a web version.

6
They look okay in the editor, but when I select them in the Scene view you can see that their size is 2x the new size and when the game is run the mouse hit detection responds to this 2x size. My solution was to go in and tweak each polygon collider slightly and commit which seems to fix it. However, it be nice to know where my procedure is wrong so I don't have to do the tweak.

7
Support / Update Size of Polygon Collider When Image Changes Size?
« on: July 27, 2013, 05:59:13 pm »
I've reduced the size of my sprite images by 50% but the custom polygon colliders I have drawn don't adjust to the new size. They stay there old, 2x size. They look okay in the sprite editor, but in the world they are now 2x too big. Is there anyone to get them to all resize to the size of the new graphics?

8
Support / Re: Retina resolution camera and backgrounds question
« on: July 15, 2013, 10:56:12 am »
What's the helper component referenced above. I have the same issue and now that 2.0 is out...

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