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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Unity 2.5 Released (Windows Editor Support)
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Peevish
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« Reply #20 on: March 19, 2009, 07:00:20 AM »

Ah, I was hoping Unity would be good for "classic" 2D games, but I was mistaken. Entirely misconception on my part though and not fault of the engine.

...so doing pixelly 2D is entirely out?
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Lynx
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« Reply #21 on: March 19, 2009, 07:25:18 AM »

Well, for those who've investigated Unity, what prevents you from having 2D images as game characters, props, or settings?  Isn't there support for adding your own collision detection on top of their basic onCollisionEnter methods?
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« Reply #22 on: March 19, 2009, 02:20:17 PM »

Form the looks of the Unity forum, sprity 2D can be done.

http://forum.unity3d.com/viewtopic.php?t=13061
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« Reply #23 on: March 20, 2009, 05:44:00 AM »

Was really looking forward to the release of Unity on Windows. I have downloaded the setup but still not found the time and the patience to try it out. Sad
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« Reply #24 on: March 20, 2009, 05:59:23 AM »

I am now teaching myself Blender, just for this.
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« Reply #25 on: March 20, 2009, 12:39:04 PM »

Overall Unity seems awfully interesting. Perhaps after my current projects I'll try do to a lofi-looking 3D game in it. lofi in the sense of using unfiltered textures and low polygon counts, but not because I have to but because I can, working within those limitations to create a style, instead of those uglyass Playstation-era games that tried to do too much with the little they had.
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« Reply #26 on: March 23, 2009, 03:16:54 AM »

What is your opinion on using Unity to making something like Odin Sphere?

In other words: a 2D side-scroller, with parallax scrolling, hi-res characters with tons of animation, full screen particle systems.
+ lots of AI and game play tuning required. No physics or 3D required.

I know image based 2D is possible in Unity. Would the hassle of implementing 2D in 3D be worth for Unity's productivity boost in the AI and gameplay tuning phase?

I greatly appreciate any comments.

What other tool with comparable productivity would you recommend? I'm looking for cross-platform and ready to add game-play logic and art tools. TGB is not an option for me.
« Last Edit: March 23, 2009, 04:16:09 AM by Andrej Vojtas » Logged

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« Reply #27 on: March 23, 2009, 10:53:43 AM »

What is your opinion on using Unity to making something like Odin Sphere?

In other words: a 2D side-scroller, with parallax scrolling, hi-res characters with tons of animation, full screen particle systems.
+ lots of AI and game play tuning required. No physics or 3D required.
Too hi-res, the TIGsource pixelfags will break your back...
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« Reply #28 on: March 23, 2009, 11:45:18 AM »

Quote
instead of those uglyass Playstation-era games that tried to do too much with the little they had.

Low-poly textured PSX-era graphics are awesome.

And Unity looks awesome. Didn't try it yet, though.
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« Reply #29 on: March 23, 2009, 12:30:22 PM »

Too hi-res, the TIGsource pixelfags will break your back...

Ok Wink. Is Unity the best choice to make a game like Aquaria?
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« Reply #30 on: March 23, 2009, 01:12:27 PM »

I am really liking Unity so far.  the editor seems a little buggy, but this is the first version of the Windows release, so I expect that will get better with time.
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Melly
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« Reply #31 on: March 23, 2009, 02:50:55 PM »

You know, a little off topic, but I've always wondered if people have ever tried to profit from applications built with pirated programs (which, considering Unity somewhat salty price, might be attractive to some people). Do the Unity dudes actually go around checking every game released made with their program to find if it's legit?
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« Reply #32 on: March 24, 2009, 03:58:36 AM »

which, considering Unity somewhat salty price, might be attractive to some people

Depends on your perspective. I was astonished by how cheap the indie version is.
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« Reply #33 on: March 24, 2009, 04:32:25 AM »

Coming from TGE, I'm more than impressed with the Unity demo. It's certainly going to be a purchase at some point in the future.
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