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Messages - Syntinel

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1
Support / Re: Question of performance and Resolution.
« on: October 18, 2013, 05:13:20 pm »
You are correct sir, silly error on my part. Thank you!

2
Support / Re: Question of performance and Resolution.
« on: October 18, 2013, 01:43:01 am »
I had to change the zoom factor to 0.941, to get the desired scale.

One more thing when I change the camera to have an anchor at the bottom left, and the sprite to have an anchor at the lower left, part of the bottom of the texture is cut off.

3
Support / Re: Question of performance and Resolution.
« on: October 18, 2013, 01:41:31 am »
Now I'm getting some strange behavior display wise. I changed the sprite to 20pixels per meter via the sprite editor and made the tk2dcamera have the same 20px per meter view and my background (game board) is having a good 50-100 px's taken off each side.

4
Support / Re: Question of performance and Resolution.
« on: October 18, 2013, 01:19:34 am »
Ok thanks for the tip I'll start playing around with it!

5
Support / Question of performance and Resolution.
« on: October 17, 2013, 10:48:54 pm »
Hey,

    I am making a multi-resolution iPad game. I'm building up from Ipad 2 as my 1x Resolution ( 1024x768 ). The first thing I have done is added my background and tk2d camera. I am curious as to whether I should leave the background at the size the sprite is created at, which is the resolution of the image.
      This means in unity space my background sprite is 1024x786. Now in order to move things around on the screen the numbers I'm using with regard to the physics of objects are much greater. For instance to move around on the board I have to use a significantly larger velocity because the object is covering a lot more ground in Unity space.

I hope this doesn't sound too silly but could this be effecting performance? I notice a good amount of twitching when shooting a small sprite around from one side of the background to the other at the high speeds required to traverse the entire background. ( all i'm doing is applying a velocity to a sprite that is in front of the background. )


6
Support / Re: IOS 2D BoardGame Resolution vs Dimensions
« on: September 16, 2013, 11:23:09 pm »
Appreciate you!

7
Support / IOS 2D BoardGame Resolution vs Dimensions
« on: September 16, 2013, 07:00:10 pm »
Hey guys,

So I've got a 2D board game in the works and I'm trying to figure out how I can keep the dimensions of all objects inside the unity project the same and just swap out textures for the proper resolution ipad (this will save a lot of synchronization issues in online mode). I just wanted to know if this is possible in tk2d.

To make the question clear.

How should I go about swapping out textures for different resolution deployments while keeping them within the same dimension sprites?

Thanks for you're time, hope that's clear enough.

8
Support / Re: Atlas packing: High Wastage
« on: November 11, 2012, 12:13:10 am »
Excellent, Thanks Unikron. This dropped it down to a 512x512 which is much more manageable. Loving the product so far, keep up the good work!

9
Support / Atlas packing: High Wastage
« on: November 10, 2012, 07:21:12 pm »
Hey,

So I am having a problem with High wastage on most of my atlas's. Here's one example:

81% wastage Image 1
(quality not the issue this image has is low-res)


The textures Included are of size:
  • 1x   512x64px
  • 2x   256x64px
  • 2x   128x64px

Here are the Settings:

Inside Atlas Settings: I have not selected to force atlas size.

%Wasted is around 81%  (this is my worst case atlas but most seem to be over 30%)

Any suggestions on how to deal with this, or tips for keeping the wastage low? I have read most all the forum posts on the topic but could not come across a solution. Thanks for your time!

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