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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

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61  Community / DevLogs / Re: The Stonekeeper - on: July 11, 2016, 07:10:14 AM
Your tileset is looking pretty clean. The bones littering the ground seem to add a bit too much noise though, I'd consider looking at those again.

Can you please have an idle animation where that muscular fire guy just flexes his muscles? Wink

Do you have plans for what the arena-based combat will look like? It sounds more like old-school JRPG than rogues, which usually keep you in the same world while you fight.
62  Community / DevLogs / Re: Myridian Conquest (20/30 Days) on: July 10, 2016, 12:50:36 PM
I really like... everything I'm seeing here. I really hope you stick with it this time. Wink

Regarding the trippy pattern shift: it's a little too jarring / fast. Could you maybe interpolate the colors instead of quickly shifting them and slow it down a bit?
63  Community / DevLogs / Re: Rocket Rascal on: July 10, 2016, 12:48:08 PM
Update 22: 1.1 Ideas
So I'm considering spending a week or two pushing out a 1.1 release. Besides the obvious things - balance tweaks, visual improvements, and bug fixes - what do you think would be good additions? Trying to get outside ideas here to give the game an extra bit of umph.

Especially looking for:
- Ideas for visual effects that would be impressive and attractive
- Improvements to the current visuals that would make it stand out more
- Ideas for powerups that wouldn't distract or detract from the gameplay
64  Community / DevLogs / Re: Rocket Rascal on: July 09, 2016, 07:20:12 PM
Thanks! The Android install numbers are... particularly small so far, so any person getting it is a huge morale boost. ^^
65  Community / DevLogs / Re: Rocket Rascal on: July 08, 2016, 09:18:46 PM
Update 21: Optimizations
I wanted to write a little bit about how I got the performance of this game to an acceptable level.

For being such a casual game, I hit some serious performance issues late in the game. The iPhone 5 ran pretty much flawlessly, but the iPad 3 ran at 30-35 FPS, and the iPod Touch 4th Gen ran at 12-17 FPS. The 4th Gen was my low mark, and I wanted to get that up to at least 30 and the iPad 3 to at least 45.

Problem 1: Garbage
If you develop in Unity for mobile, the garbage collector is going to crop up in your profiler at some point. The general rule: never generate garbage per-frame.

This is harder than it sounds, since seemingly innocuous calls generate garbage. Things like gameObject.name generate garbage, and gameObject.GetComponent generates garbage only if the component doesn't exist. Converting numbers to text can also be obnoxious, especially if you have something like a "Score" string that changes frequently.

This was mostly low-hanging fruit though - the Unity profiler made the problem points easy to identify and address.

Problem 2: Fillrate
Have a look at the cityscape for the game:


There were 3 large images (*large* images) that were very fill-rate heavy. The resolution of iPad 3 is 2048 x 1536, and stacking these gets really expensive. I couldn't cut these out, they were critical to the aesthetic of the game, but they were definitely dragging me down.

The solution here was to cut all those images up into two sections: the bottom portion didn't have alpha at all, whereas the top (smaller) portion still needed the alpha. Then I wrote dirt simple shaders to render this. Making the bottom portions opaque allowed them to be rendered much faste.

This had the most pronounced impact on performance, and I quickly saw a 15 FPS boost on iPad 3.

Problem 3: Colliders
Unity doesn't like having colliders manually moved around. It gets fussy, and performance starts to drag. The game uses almost exclusively hand-controlled colliders, however, so I had to do something there.

I got a decent bump by just not updating the colliders of entities that weren't visible. It wasn't huge, but I couldn't exactly overhaul the game to address this.

Problem 4: Device Hangups
The 4th Gen iPod just isn't that good a machine. There was an upper bar that I was never going to exceed.

I turned off several features for the low-end devices. Motion blur had to go, and some of the background VFX get turned off dynamically.

Problem 5: Sandworms Suck
There are 3 sandworms that are constantly chasing the player:


The sandworms are created by tweening the control points of a spline and then dynamically generating a mesh from that. Two subproblems arise from this: dynamically generating the mesh is expensive, and updating the collider is killer.

Optimizing the mesh generation required just rolling up my sleeves and hammering on problem points the profiler picked up. There was only so much I could do here. I made a few loops take up less time and simplified how the curve was extruded, but ultimately didn't gain much.

Optimizing the collider yielded significant boosts. Initially I was using a mesh collider for the snake, which was brutally expensive. Instead, I switched to approximating the shape with multiple capsule colliders. I also switched to only updating those colliders when the snakes were visible.


Dumb Luck
I reached a peak on the iPad 3 of between 45 & 55 FPS, leaning toward the low end. Then I updated Unity to the latest release and the average became closer to 55-60. So... that was nice.

Conclusion
There were a bunch of other tiny things that needed tweaking, but the above had the most significant impact on performance. I managed to hit my iPad 3 target. 4th Gen iPod fell a little below the mark - it averages closer to 25 FPS, whereas I wanted 30, but I can live with that.

It was definitely a *long* week of banging my head against a wall, so I'm very glad I was able to hit my performance targets.
66  Community / DevLogs / Re: Rocket Rascal on: July 08, 2016, 09:57:19 AM
Android release is here

The Android dev didn't go quite as smoothly as I liked, but I managed to get everything in there - achievements, leaderboards, IAP, social sharing. Vetted on a few devices... not the greatest testing coverage in the world, but it seems to check out.

Not marking this as complete yet as there are still some things left to do and some stuff I'd like to share, but... well, the game is out.
67  Community / DevLogs / Re: Timo-T on: July 07, 2016, 10:39:46 AM
This is coming along really nicely. That video looks like it has some great potential. My only critique is that everything is so dark - I can barely see anything unless I stare real hard. And I think the gameplay you've got going lends itself to something a bit brighter/lighter.
68  Community / DevLogs / Re: Jellyquest on: July 07, 2016, 10:36:54 AM
I love the little food (er, drink) truck metagame idea. That's a fun twist on the 'endless climber' that I haven't seen before.
69  Community / DevLogs / Re: [JRPG] HEGEMONE PASS - Turn-Based RPG x Platformer on: July 07, 2016, 10:34:44 AM
This looks pretty amazing. Art looks great, gameplay looks like it'll be interesting. Can't wait to try it.
70  Community / DevLogs / Re: DOS - Rhythm runner on: July 06, 2016, 01:56:30 PM
Love how fast and energetic this feels. Though I worry someone with epilepsy may have problems with it (I guess that's a running theme among games, just seems a bit more pronounced here).
71  Community / DevLogs / Re: Signal Decay - A co-op stealth roguelite on: July 06, 2016, 01:54:30 PM
This looks pretty cool. Remade graphics look sleek. Following.
72  Community / DevLogs / Re: Rocket Rascal on: July 05, 2016, 08:36:27 AM
Rocket Rascal is out now, and you can get it for iOS devices here!

Starting a big marketing push today. That'll be... somethin'.  Well, hello there!
73  Community / DevLogs / Re: Rocket Rascal on: July 03, 2016, 12:50:15 PM
Update 20: Pre-Ship Prep

Apple still hasn't reviewed the game, which is okay. I'm not quite ready to release it, and I don't have all my marketing ducks in a row quite yet. (It's still always an anxious period waiting to see if the game will pass review).

Here's what's on my todo list:
Press Kit: I don't use the presskit tool that is floating around, mostly because I want the kit to fit into my main game's site seamlessly. My format, however, is very much inspired by it. it's almost finished; I have the information filled out, I now just need to fill it with a bit more content.

Videos: I haven't decided how far down this rabbit hole I'm going to go. It's going to be somewhere in between "polished, full-blown trailer" and "random gameplay video." I don't have the tools to make a trailer as fancy as I used to, and it's a huge chunk of work, but I still need *something*.

Promo Images: This is mostly just cobbling together game assets to make fancier-than-normal attention grabbing images. I've used my collaboration images (the images I made when introducing new tie-ins with other developers), but I need some more that are less purpose-driven.

Updated Marketing List: I currently have about 150 e-mail addresses that I hit up when I released Alien Star Menace. Most didn't take action, even fewer responded, and those that did respond didn't make much impact. I have some new people to add and some people to remove.

Stock E-mail: Reaching out to those people is a hefty amount of work the day of launch. Would like to make that as streamlined as possible.

...

All that sounds like a lot of work. It's really just about 1 long day, maybe 2, to get me ready for launch.
74  Community / DevLogs / Re: Just Defeat 1000 Starships/ Space shmup on: July 02, 2016, 10:28:35 AM
Love the background. How are you doing that?
75  Community / DevLogs / Re: Rocket Rascal on: July 01, 2016, 08:22:15 PM
Update 19: Submitted to Apple

We're in their hands now. Hopefully everything goes smoothly. I've heard reports that review only takes 24-48 hours these days (versus the week long wait that I'm used to).

Here are the screenshots I submitted for your viewing pleasure:
76  Community / DevLogs / Re: Battle Buggy Glitch [Top Down - Arena Shooter][Windows] on: July 01, 2016, 08:32:55 AM
What are the big red circles for? They seem a little unnecessary.

I like the beginnings. I've made a couple similar games myself, and there's a lot of fun stuff you can do here.
77  Community / DevLogs / Re: [PC] - Troubleshooter, JRPG style turn-based PC game. on: July 01, 2016, 08:31:10 AM
Have you looked at X-Tactics? Just looking from screenshots alone, it seems to be in a similar vein.
http://www.x-tactics.com/
78  Community / DevLogs / Re: [PC] Gerty (rogue-lite shooter with digging/exploration) on: July 01, 2016, 08:29:44 AM
I think if you want things to feel "impactful," flashing colors are perhaps not enough. Enemies need to be knocked back, stunned, play a special animation, whatever. The push back you have in there is barely noticeable.

One other thought: I think for your common enemies, health bars aren't really necessary. They're just visual noise. And having the health bar attached to the player is a little visually unappealing... I think it just mucks with the aesthetic of games. Maybe this is personal preference, but I prefer a UI health bar in the corner over putting it in the action.

BUT. I think you've got a lot of good progress here, and I'm looking forward to seeing how this develops.
79  Community / DevLogs / Re: White Lie on: July 01, 2016, 08:24:30 AM
Man, that story is super depressing. You indies are really trying to hit on my existential dread more and more these last few years. Wink

Do you have any of the puzzle dynamics worked out?


80  Community / DevLogs / Re: Rocket Rascal on: June 30, 2016, 03:21:43 PM
Update 18: Bug Fixing Woes

Trying to declare Gold tonight. Been battling some obnoxious bugs, but I think we're mostly stable now.

Fun Bug #1: The game would crash consistently on the last day of the month. It turns out that System.DateTime has a constructor which, when passed an invalid day, would crash hard. So if you passed it 6/31, it wouldn't just represent it as July 1 (which is what I expected) - it'll just throw an exception. I was incredibly lucky to catch that particular bug before launching.

Fun Bug #2: A Unity method for determining if an iPhone is allowed to make purchases... crashes. But not in the place you'd expect (y'know, where it's called). But after the purchase goes through completely successfully. This one doesn't have a very good fix; I could potentially write a plugin to work around it, but I think other places in my game effectively cover the particular error case.

Still another few hours of testing before I feel comfortable where the game is. It turns out that testing a game in 10 languages across several different devices is hard as a single person, who knew.
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