Okay, so I fell off the coding wagon, and found it a bit intimidating to jump back to the big TBS game. I decided I'd ease myself into it by playing around with a quickie simple game, and learn more about the process of putting it up on an app store. (Of various flavors, I might try the Win 10 store first, I dunno)
Anyway, so without further ado, here's the prototype of RollingSwipe
Firefox/WebGL link. EDIT: Also works in Edge, whaddya now, though I didn't see any UI.
Old school webplayer, best with IE: Link
A quick how to play, since I haven't put that in there yet:
Goal is to get the tire into the center of the vortex, you can do that by swiping to create ramps for it.
The coins give both score and time. When time runs out it's game over. Falling off the world respawns you at the beginning, but otherwise is no penalty.
PS. Slightly annoyed that Unity can't manage to make a WebGL exporter that works on anything other than FireFox. But then again my project might be screwed up somehow? I noticed early that I was getting a bunch of crashes outside the editor because none of my UI canvas elements had a default material. Not sure if that's something to do with setting myself up as a 2d project or what.
TODOs: Need sounds, some fancier graphics, some animated text increases, some better coin pickups, and more obstacle types.
I'm pretty happy with my GameObject pooler, I started out looking at a free one online, quickly realized it was terrible, and completely rewrote it. But it's nice in that beyond the start, there are no game objects being instantiated (unless starting pool sizes are exceeded), and everything is being recycled.
I know Chrome pulled its support for the Unity Web Player
http://twiik.net/articles/google-chrome-just-killed-the-unity-web-player
You used to be able to reenable it through browser settings, but they yanked the plug on that too.