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Messages - Angry_Ed

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Support / Having trouble understanding tk2d overrides
« on: April 01, 2015, 09:07:17 pm »
Apologies as I'm sure this has been asked several times, but I've spent the last two weeks trying to understand tk2D overrides to create the results I want for my game, but I still don't really understand it.

Basically I'm trying to make a vertical scrolling space shooter, also trying to put it on mobile, and as such I want what I see in the camera's viewport at 480x800 to be the same as it is at 1080x1920 (just for example). But no matter what I try for an override, I can't get them to stay the same. Stretch to fit seems to kind of work (for portrait resolutions anyway) but I know that won't be uniform scaling.

I guess the question is if what my actual problem is is that I just need to set up platform-specific collections (i.e. 1x, 2x, 4x) and have a bounding box of sorts that just creates black bars when there's "overscan". I'll need the latter anyway, I just don't really understand how I'd make that. Ultimately I want the game screen/viewport itself to be visually consistent, so that people playing on smaller screens don't actually have a smaller playing field than people on larger screens.

Attachments showing current native resolution (480x800) and  WXGA portrait (800x1280) using fit height are below.

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Support / Adding velocity/translation to tile maps?
« on: March 05, 2015, 03:23:35 pm »
Hi there, I searched the forums and FAQ sections endlessly for an answer on this and couldn't find one so I'm asking my question now.

I'm attempting to make a vertical shooter in Unity using the 2D Toolkit and at first I was going to have the player and the camera move across the background automatically, but this was producing a stutter (which I understand is an issue with Unity itself), so I thought maybe having the background scroll would be a better idea. However I cannot get a 2D Toolkit tilemap to have any sort of motion, velocity, or translation applied to it. I tried using 2D Rigidbodys and just using plain "transform.position" adjustments but the tilemap remains in place. Is it possible to have a tile map have motion applied to it or am I just barking up the wrong tree and should just go back to the method of having the camera and player do the scrolling instead of the background?

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