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Messages - TokyoDan

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46
NGUI 3 Support / Re: iOS scaling
« on: July 29, 2013, 08:35:33 PM »
Even your ball looks extremely pixelated. Check your quality settings, you may be reducing texture size.

Where is this Quality settings?

47
I initially asked in the corresponding thread but I got a warning that it hasn't been posted to in six months and if I wanted to start a new thread. So I did.

But that doesn't answer the question I asked. I already knew that and set it up....

I have three atlases (SD, HD & SHD with the proper pixel sizes). But my problem is that in each atlas I have three fonts (small, medium, and large versions named Venera-S, Venera-M, and Venera-L). Using the Font Maker tool adds the three fonts to each atlas but also creates three prefabs, one for each font. So I have 9 prefabs, three in each of the SD, HD, and SHD folders.

Actually the SD atlas's font sizes are 12, 18, 24. (named Venera-S, Venera-M, and Venera-L respectively.)
HD atlas's font sizes are 24, 36, 48. (named Venera-S, Venera-M, and Venera-L respectively.)
SHD atlas's font sizes are 48, 72, 96. (named Venera-S, Venera-M, and Venera-L respectively.)

Which of those prefabs should I enter in the SDFont Name, HDFont Name and SHDFont Name fields of ResolutionSwitchController ? There's only room for one each.

Regards,
Dan

48
ResolutionSwitchController is based on one font for each SD, HD, and SHD.

See http://www.tasharen.com/forum/index.php?topic=832

I have three fonts for each. e.g.:

SD: Ventura-S, Ventura-M, Ventura-L     (sizes 12, 18, 24)
HD: Ventura-S, Ventura-M, Ventura-L    (sizes 24, 36, 48)
SHD: Ventura-S, Ventura-M, Ventura-L   (sizes 48, 72, 96)

How do I set this up? (In ResolutionSwitchController, what would I use for SDFontName,
HDFontName, SHDFontName?)

49
NGUI 3 Support / Re: The Tutorial 9 (Input) does not work on iOS
« on: May 01, 2013, 12:32:30 AM »
Thanks.

50
NGUI 3 Support / Re: The Tutorial 9 (Input) does not work on iOS
« on: April 30, 2013, 10:46:49 PM »
I'm using the free version of NGUI. Could that be it?

51
Misc Archive / Re: Was NGUI used to create the menu system?
« on: April 30, 2013, 10:32:31 PM »
I just found a demo of Starlink in my downloads folder. I don't remember downloading it, and then continuing with my study of NGUI I reviewed my old posts here (I've been doing so much posting and asking questions about Unity & Tasharen products all over the place that I lose track)... any way I found this post and started up the demo I got (don't remember where or how) and went to multiplayer. It says to buy the full version to  use multiplayer. Which I plan to do. I just want to know how busy multiplayer is. Is it easy to get a match?

BTW. The game is absolutely gorgeous!

52
NGUI 3 Support / The Tutorial 9 (Input) does not work on iOS
« on: April 30, 2013, 03:43:47 AM »
http://www.tasharen.com/?page_id=1268

The Tutorial 9 (Input) does not work on iOS. Although the input field looks like it will accept input tapping it does not bring up the iOS on-screen keyboard

53
Misc Archive / Was NGUI used to create the menu system?
« on: April 12, 2013, 08:12:41 PM »
Hello,

Was NGUI used to create the menu system in this game?

Is there a dev log about Starlink. I'm interested in how the game was developed and what tech?

Regards,
Dan

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