Jump to content
Sign in to follow this  
  • entries
    3
  • comments
    0
  • views
    633

Mobile Methodize Release One Week To Go

Entity3

532 views

Only one more week until Methodize is released on iOS


[IMG]


Get ready for some fast reaction gaming!
Entity3 is launching its latest arcade game, Methodize. A simple one touch game which challenges your reactions to the max! Addictive, fun and super fast this is the game for a novice and a master!
Test your reactions and download Methodize! Three rapidly fast game modes wherein the longer you play the faster it becomes. The player’s objective is to direct the balls to the correct container to score as many points as possible before you make a colourful mistake!

COMING 21ST SEPTEMBER!

[IMG]

 

Follow Entity3 Limited:
Web | Twitter | Facebook | YouTube



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 OConquestGame
      Hello there!
      I’m the creator and producer of an upcoming visual novel / video game. 
      My team and I are looking for artists (character and background), writers (experienced in writing relatable characters and witty dialogue), and programmers (familiar with unity and creating mini games). 
      Our team is a group of close friends looking to break the mold of the traditional visual novel and create something new and positive. This game will be highly promoted and be a great portfolio piece. Rates are negotiable!
      If you are interested please contact/message us today! OConQuestGame@gmail.com
    • 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 Gafami
      Dear community,
      I would like inform you that "War IOM" v2 have been re-work graphics and added more feature to serve user experience.
      Here is my banner screenshot: 

      You can access to the website and play it directly on your phone (Chrome mobile, Safari iPhone, iPad) or your Laptop
      Link to play: https://www.iomgame.com/wariom/
      ++++ Game description: 
      The rule to win the game is very simple: buy the soldiers, defeat the enemy army and then destroys the flag. Try to use fireball to wipe out the enemy. 
      The game had the shop to buy new soldier, upgrade soldier and choose the team out. 
      Game data be stored on both user's device and server so never lost data again.
       
      ++++ Here is the look and feel of War IOM icon on your Home-screen phone

       
      Rumor: You can get double gem receive if you beat the mini boss at level 3. Also win level 3 will give you a lot of Gem, use it to buy new solider and upgrade your army!
      My facebook page: https://www.facebook.com/Iomgame-245553622715070/
       
      /******** Change log update 08/26 ********/
      -- Add new game play for level 6.

      -- Improve camera.
      -- Improve game performance.
      /******** Change log update 08/31 ********/
      -- Improve sound load time. No painful for waiting sound loading any more!
      /******** Change log update 19/09 ********/
      -- Add level 7 with new game play.
      Regards,
      Gafami
    • 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 Gas Lantern Games
      Hello!

      I have spent the last year and a half developing a game in my spare time in Unity! I am releasing it soon on Steam. Ant Empire is a strategic remake of some older games. It is influenced by games such as Ant Empire and Civilization.

      I am currently doing a kickstarter to help fund an AI before launch.

      I have attached some images (tried some gifs but they were too large) to show the current stage of Ant Empire, which is nearly completed.







×

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!