> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
This is strange; I noticed tilemaps only working at @1 regardless of resolution and @hgy29 fixed it. I've tested it (and in fact use it in my game) and it works perfectly.
Could you please describe the exact problem, ideally with screenshots and code?
To make sure the @2x has been used for 2X resolution screen, I have made the @2x image a little darker than the 1x image, I'm sure the @2x image can be loaded and show correctly before the 2017.11.3 release. The code I use is nothing special, it just use the TileMap.new to pass in the texture.
Please read my comments carefully you would notice that It's not possible that it always used the @1x image, To test the @2x image is really used, the color of @2x image is different from the @1x one. And it's not possible the size of textures, if the size is too large, it would just show nothing.
This is the original project provided by atilim,I only changed the scale mode to letterbox and add a @2x image, The color of the @2x is different to make sure the @2x is used for large screen device.
I've tested 2017.11.1 and you're right @Xman, it works great.
I've looked through the code in my new game, and the difference between Atilim's example and my code is that I use a TexturePack and getTextureRegion() instead of using Texture directly. Maybe it's because of that?
Comments
https://github.com/gideros/gideros/issues
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Could you please describe the exact problem, ideally with screenshots and code?
may be that before the update it always used @1? That's what happened in my experience.
What's the size of the @1x and @2x bitmaps?
And it's not possible the size of textures, if the size is too large, it would just show nothing.
http://forum.giderosmobile.com/discussion/comment/5546/#Comment_5546
Likes: totebo
I've looked through the code in my new game, and the difference between Atilim's example and my code is that I use a TexturePack and getTextureRegion() instead of using Texture directly. Maybe it's because of that?
In any case, I'm pretty sure this is the commit where the change was made:
https://github.com/gideros/gideros/commit/829ad1057ba1d1b7798130ac78f5e0273ba8e0f1
Likes: antix