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Messages - haxx0rz

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1
Support / Re: Tk2dTextMesh - Word Wrap not working
« on: February 06, 2013, 11:25:41 am »
Alright thanks, it works well now :)

2
Support / Re: Tk2dTextMesh - Word Wrap not working
« on: February 05, 2013, 07:21:42 pm »
I am using the default font included in the tk2d Test Assets (name is GradientFont).

As for the version, I am using Version 1.8 final + patch 3.

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Support / Tk2dTextMesh - Word Wrap not working
« on: February 05, 2013, 07:00:08 pm »
I can't make my tk2dTextMesh word wrap work in Unity. I have already set it as small as 3 in the editor window, and it still never wraps itself. I do notice an arrow on the scene, but whenever I pull it, it disappears, and the Word Wrap disables itself.

How do I fix this problem?

And I see this link is being posted for help, problem is, it is broken.
http://unikronsoftware.com/2dtoolkit/forum/index.php?action=dlattach;topic=131.0;attach=302

4
Support / Re: Reducing file size of atlases (without compression)
« on: June 28, 2012, 06:22:42 am »
I see, thanks for the info unikron! :). I've applied them I shaved off a good 70MB from our file size! (from 420MB to 350MB)

I do have another concern though, while I was able to shave off some file size, I'm having a few crash issues on the iPad1. I'm working towards a full 32-bit game for the iPad 1 and 2, and while it does run on iPad 2 (with a few occassional lags), it seems to crash occassionally on iPad 1 due to memory warnings.

I've searched around and it seems there aren't much discussions out there for 32 bit images running for the iPad1. Is it really recommended to build at PVRTC 4 format for iPad 1? I was comparing some assets and found them to become quite blurry/pixelated when I compressed them to PVRTC, and I was really hoping to make the game look as clear as possible.

I hope you can help out again, thanks! :)

5
Support / Reducing file size of atlases (without compression)
« on: June 18, 2012, 10:31:12 am »
Hello!

I'm currently working with 2d Toolkit on Unity and I noticed that Unity labels the filesize of the atlas (32bit) as 5.3mb, but when I view the file size of the atlas on Windows Explorer, it's a lot smaller (around 1mb for my assets). What's disturbing is that Unity still exports the atlases as the same size as they appear in Unity aside from their smaller filesize counterpart.

Is there a certain way where I can further reduce the filesize of the atlases aside from compressing? (because I wish to keep them as 32 bits)

Thanks!

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