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• ### Latest Forum Activity

• As @Fable Fox said, what I meant is that most animated movies (like Ice Age, Wall-E, etc.) that are pure animation are primarily targeted at kids at least in the West. When I say animation, I don't mean special effects, which are arguably only increasing.  When I say that it seems under-utilized, I mean plots/themes. We always see that we've got the plots aimed at children, etc. The movies you cited are good examples of what I mean. I've seen some great work on CGBros on youtube, actually, which gives me hope that there may be more change coming soon in the field of animation. But I wonder why? What is so different about markets here in the West as opposed to Japanese markets specifically?
• The game is somewhat similar to Stratego, which is quite well studied, but quite complex. (e.g. the thread below). If the focus of your thesis is not the AI, I'd be tempted just to stick to a simple tree search. Each AI player needs a function which can answer the question "What's the chance that Piece A defeats Piece B". This is where those probabilities come in - if you have a General, the result is 1.0 (it always wins, if I understand the rules correctly), if you have a Major, the result is 0.619 (because it can beat 61.9% of the pieces on the board), etc. That's based on the quantities of pieces at the start - you would improve the system by adjusting the probabilities as pieces are removed, and you can further improve the system by remembering things about specific pieces (so you can return 1.0 or 0.0 instead of an estimate) and weighting different attacks based on how useful they are (e.g. defeating a general is more useful than defeating a private).
• Visualise the nodes that your algorithm is exploring, by marking them in the game world somehow. Show the connections from each node to the previous one. Ideally show the f/g/h scores in each place.
• Hi Jarmo my name is Giovanni and I'm a composer from Germany.  Here are my libraries:  www.soundcloud.com/giandavid www.giovannipuocci.eu     https://m.youtube.com/channel/UCwKYWbmbUBWpuxZuh3DZi9g Thank you let me know fi you are interested by email info@giovannipuocci.eu all the best by Giovanni
• I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms. Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development. What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality. As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it. - Does Unity support such plugins / assets that will fulfill all my above requirements? - Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms? - What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified. - How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere. - Any assets I could use (for free to try basis in debug) that are relevant for my game? - Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate. Thanks in advance for your time reading a newbie

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