Jump to content
  • entries
    36
  • comments
    7
  • views
    4888

Screenshot Monday #2 - Cherie Tree

Sign in to follow this  
RedOtter

826 views

Hi everyone!

Today’s screenshot is, as you can see, a cherry tree! You will be able to plant lots of trees in your village! This is one of them! :)

Do you like cherries?

731331_ef6e9b5af9bd4d81b24207ccfce45e00~
 

Cya next week, everyone!

The FAXIME Team

 

Follow us and keep updated at:

Facebook: https://www.facebook.com/FaximeGames
Instagram: https://www.instagram.com/faximegames/
Twitter: https://twitter.com/FaximeGames
Pintrest: https://www.pinterest.pt/faximegames/

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Kamal Wafi
      Hi there,
      i recently start learning unity and im working in my first game ,
       
      I was wondering if unity had functions to support the motion control effect (tilting screen to move character) you see
      in doodle jump (which is 2d game) ? If it exists, what are they called? and how it works ?

      Thanks
    • By 3dmodelerguy
      For reference I am use Unity as my game engine and the A* Pathfinding Project for path finding as there is no chance I would be able to create anything close to as performant as that in any reasonable amount of time.
      So I am looking to build a game that is going to have a very similar style as Prison Architect / Rim World / SimAirport / etc. One of the things that I assume is going to effect performance is path finding. Decisions about the game I have already made that I think relate to this are:
      1. While I am going to be using Colliders, all of them will be trigger colliders so everything can pass through each other and I will not be use physics for anything else as it has no relevance for my game
      2. I am going to want to have a soft cap at the map size being 300x300 (90,000 tiles), I might allow bigger sizes but do something like Rim World does in warning the player about possible side effect (whether it be performance or gameplay)
      3. The map will be somewhat dynamic in that the user will be able to build / gather stuff from the map but outside of that, it should not change very much
      Now I am going to build my game around the idea that users would be in control of no more than 50 pawns at any given time (which is something I can probably enforce through the game play) but I am also going to want to have number other pawns that are AI controlled on the map (NPCs, animals, etc.) that would also need path finding enabled. Now I did a basic test in which I have X number of pawns pick a random location in the 300 x 300 map. move towards it, and then change the location every 3-5 seconds. My initial test was pretty slow (not surprising as I was calculating the path every frame for each pawn) so I decided to cache the calculated path results and only update it ever 2 seconds which got me:
      100 pawns: 250 - 450 FPS
      150 pawns: 160 - 300 FPS
      200 pawns: 90 - 150 FPS
      250 pawns: 50 - 100 FPS
      There is very little extra happening in the game outside of rendering the tilemap.
      I would imagine the most pawns on the map at a given time that need path finding might be a 1000 (and I would probably be able to make due with like 500 - 600). Now obviously I would not need all the pawn to be calculation paths every 2 seconds nor would they need to be calculating paths that are so long but even at a 5 second path refresh rate and paths that are up to 10 tiles long, I am still only able to get to about 400 pawns before I start to see some big performance issues. The issue with reducing the refresh rate is that there are going to be cases where maybe a wall is built before the pawns path is refreshed having them walk through the wall but not sure if there is a clean way to update the path only when needed.
      I am sure when I don't run the game in the Unity editor I will see increase performance but I am just trying to figure out what things I could be doing to make sure path finding is as smaller of a performance hit as possible as there is a lot of other simulation stuff I am going to want to run on top of the path finding.
    • By phil67rpg
      well I am able to get my sprites to rotate and move in all directions, I have drawn two plane sprites, I am also able to shoot a bullet in the up direction, I want to shoot bullets in all directions just like my plane rotates, I just need a hint on how to proceed, go easy on me this is new stuff to me. However I am making progress.
    • By phil67rpg
      well I have managed to get a plane sprite to move around the screen I want to know what to add to my game. I hope this question is appropriate.
    • By DarkSwords
      Hey. We are a young team of online game developers from Ukraine. We made an excellent game for home and office. This MMORPG with open world and unique mechanics. The game is made in the style of graphic MUD. We really want to show our game to people.
      Dark Swords is a free online role-playing game of new generation. The action takes place in a unique world which doesn't have analogues. DarkSwords combines the traditional role-playing system with innovative approach to the game process implementation, character development and social aspect. You can join the players from all parts of the world right now for free!
      Welcome: http://darkswords.com 
      Russian version: http://darkswords.ru
       
       
       






×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!