81 karma · joined December 13, 2012
Unity was chosen because I am a C# guy coming from XNA, and Monogame was super rough at that time. Also it allowed us to really focus on the gameplay and not too much and the engine, while having access to all consoles. We still had a lot of headaches with it… Now I’m considering switching to something but I’m glad I had that experience on a mainstream and fully documented engine.
Best of luck with your game, if you need advices send me an email via the Steredenn or Flipon contact address.
A video game about technology and its impact on our lives. Very inspired by stories from here.
- Flipon (https://flipon.net) an arcade puzzle/match-3 inspired by Tetris attack on PC mobiles and switch
- Steredenn (https://Steredenn.pixelnest.io) a roguelike shoot them up, pc, iOS, switch.
I’ve been lucky to have an extra income with those two games for a few year.
So far players really likes the fact that the system exists and that they can choose to skip or see the content. It's all about being warned anf having the choice.
Doesn’t require much maintenance, maybe some new content soon.
It reminds me Gladiabots (https://store.steampowered.com/app/871930/GLADIABOTS__AI_Com...), but the target audience is not the same.
Had the same issue for the second kid and came to the same conclusion I needed an app for that.
I never shared it but I’m happy with my “trouve prénom” French only site, based on INSEE names statistics.
If you’re curious: http://trouveprenoms.azurewebsites.net/
Well, I have a mitigated opinion about the HTML5 export of GMS2, but it's mostly because of how we worked.
We have one very large scene with a lot of objects that runs at 600 FPS on PC and the first time we tried the HTML export we had a great slideshow at 5 FPS on Firefox.
So I added many hacks (mostly deactivating/activating objects that are not on screen) and we ended up having decent performances on most machines, this is what you can play now. But those hacks cause some bugs (sometimes the entities will be activatied before the floor collider and they will fall through it).
Now, if we tested the game from start in HTML5 we could have anticipated the issue and design the level in another way. But the pricing (150$ for web export) doesn't encourage the devs to do so.
But it's still one of the best engine for 2D HTML5 games as long as you are aware of the limitation.
So it is a way for us to explain permadeath and replayability in a single word. :)
I must admit we probably made a too hardcore (unbalanced) demo but we may fix this in an update.
Yeah Unity performance are not always great, specially the web plugin. But the fact that you can deploy everywhere, including console and mobile, with the same "code", is really great. Now that you say it, it reminds what Java tried to do for applications.
You can easily find this story, like on Gamasutra: http://www.gamasutra.com/blogs/RockstarSpouse/20100107/4032/...
Or at least successfully used like this for the first time, I can't recall any other example.