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Messages - fxstronster

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Support / Re: Platform Specific setup
« on: October 22, 2012, 07:51:57 pm »
So in theory, it should be possible to have 2dtoolkit setup these different SpriteSheets and then use a plugin like the "Multiplatform Toolkit" ( http://unikronsoftware.com/2dtoolkit/forum/index.php/topic,478.0.html ) to ensure only the SpriteSheet for the proper platform is loaded at runtime?

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Support / Re: Platform Specific setup
« on: October 22, 2012, 04:09:35 pm »
Thanks for the reply unikron.; you are right about the 64x64 vs 128x128 (my bad for throwing out some random power of 2's)

What I'm wondering is if it's possible to use two different spritesheets; instead of all pulling from the same sheet have one spritesheet contain the 64x64 images and another have the 128x128 images.  That way each Sprite sheet can exist in a platform specific  bundle; only loaded into memory if it's the running platform.

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Support / Platform Specific setup
« on: October 18, 2012, 02:42:23 pm »
Howdy, I'm playing "1.8 final" and am struggling to understand some of the finer points of the tutorial at:
http://www.unikronsoftware.com/2dtoolkit/doc/advanced/platform_specific_sprite_collections.html

Specifically, I'm making a sample app with a 64x64 image to show on non-retina iOS devices but want to show a 256x256 image on a retina iOS device.  I'm wonder if this is accomplished with a single Sprite Collection that holds both textures or two Sprite collections; one set to x1 and one set to x2.

In other words:  Is a single Sprite Collection suppose to support multiple resolutions (e.g., x1 and x2) or is one Sprite Collection suppose to support x1 and another support x2 and somehow, via code, they are dynamically swapped at run-time?


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