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Scouting Ninja

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  1. I am testing on as many as I can find. With a samsung galaxy 2.7 made in 2012 I think, as my oldest; android. Although I am not aiming to get it working on all of them, just on most off them. The problem isn't the devices it's my images. At 6mb in memory and 60 of them I would use 360mb normally. Except Unity isn't normal, it uses 720mb of memory to have them all loaded. Even on a new device that is scary, especially because it kept building without cleaning the memory. I found out why. Unity loads the texture to the scene and to the UI image, making two instances. The level instance was also why I could not clear the memory of them once I was done with them. The pointer the scene kept was preventing the garbage disposal from collecting it. There also appears to be no way of removing that scene pointer. To fix this I am using a separate level that is streamed over the other(additive scene). The level holds 5 slides, once I am done I destroy() the level and make a new one holding the next 5. This works for most mobiles and as a IEnumerator I can load it without the player noticing. So it's kind of fixed. Except than now I can't resist finding a way to make it work on the old galaxy. I also think I know how: In my search for clearing the memory I learned Unity has a resource loading function. This could be used at the start of the game to choose between two slide packs. One with 6mb images and the other with say around 500kb images. The APK will be larger yet if t works I will be able to make a game that almost anyone could play. The only problem I can think with this is detecting the players device. I think that the DPI check can be used then if the player has <200 DPI the smaller texture is loaded. In the options I will allow the player to also set the texture pack if they know there mobile can use it.
  2. None they are loaded by Unity once they are needed. The are just marked not to load on start up or they would prevent the game from even working on old mobiles.
  3. I am using ETC1 with split alpha. It's the one that I find works on most mobiles, even if it has bad mips for iOS games. I have designed all the art to take advantage of this and yes it reduces the 10mb textures to 2mb. Yet the problems are still there. The worst part is I still have to add in sound. It's the time that is a problem. The slides show one after the other, even with the bulk unloaded with destroy() it still builds to the crashing point before the slide show ends. I feel like there should be a way just to load each slide over the last slide. So that the space used by it is now used by the new slide.
  4. So I am working on a mobile game. It uses slides for a story, the slides are very large. Each slide is almost 2048*2048; the max texture loading size I am using for the game. My problem is that Unity keeps each slide in the memory after it's loaded, even when it will show only once per game. This leads to the game crashing on older mobiles. My idea was to destroy each object after it was shown using a coroutine, so it deletes the past slide and loads the next slide. This worked because instead of crashing on 23 slides it crashed on 48 slides. After some profiling I realized that destroy() isn't clearing all the memory that a slide used. What I want to do now is assign a limited amount of memory as a slide slot. Then I need some way to unload the slide from the slot, freeing the slot for the next slide; without Unity storing the slides in the memory. Any ideas on how I would do this?
  5. Easy you don't have the correct material for hair. In fact Unity doesn't have a good material for hair at all. Instead The Blacksmith hair shader is the nearest to a standard hair shader Unity has :https://www.assetstore.unity3d.com/en/#!/content/39945 One of the billions of importing errors Unity has. There is no way to import a model into Unity that doesn't cause some kind of error. This little pest is Unity's scale not syncing with the tools you used. So the bones that where floating around in space where located (x,y,z) position away from it's parent. Then on importing the bones Unity moved the bones to ((x,y,z)*Unity scale). Because these bones where link and not connected to a parent they moved relative to the world not to the parent. Your rig looks something like the one on the left. Where bones are linked to a parent yet has no connection to them. Instead you need to add bones in between them. Make these bones none deform bones for better performance. Do not optimize the bones in Unity! This will delete your support bones and cause the same error again. Instead delete unwanted bones before exporting. A other way to fix this is to sync every tool you use to Unity's scale and axis. Edit: If your mesh is still inside out after all this, allow Unity to calculate the normals. Tips: Import your Max, Maya or Blender file directly. This is better than importing .FBX directly, the FBX exporters don't add all the data Unity needs to fix the models. Unity will still use a FBX file this way, it just has more data. It's also the only way to get 100% smooth group support and to import the normals and tangents synced correctly; very important for detailed normal maps and mirrored normal maps. Don't pose your model in a T-pose on export. This will cause skinned meshes to spawn in a T-pose when they are created at real time. When a player sees all the enemies, do jumping jacks when they enter a level, it breaks immersion and looks unprofessional. Instead pose naturally and use the Unity humanoid re-target tool to pose in a T-pose.
  6. The loading time on a texture of this size would be a nightmare. If you used level streaming to fake moving from level to level, then kept the huge texture loaded it could work. That way the player would only have to load it once. The other problem is that depending on the players ram and graphics card a texture like that could fail to load. You have the same problem with textures as the old systems. They invented tiling back then to do this kind of thing, now you are trying to do the same at a much larger scale.
  7. What I am saying is that attempting to profit from making your own games, is the same as attempting to profit from designing your own clothes. You have the same problem where the average person doing this will make less than a person working for a low wage. Yet more than 60% of fashion designers earn above $5000, where only 20% of developers earn more than $5000 per month. In both industries you need to earn around that much revenue to earn a salary of $1000 - $ 3000 that is considered average. So 60% of fashion designers and 20% of game developers earn the same salary as %100 of the legally employed fast food employees. As such there is less hope for a indie game developer than for a MacDonald's employee. You need to really have a passion for games to drive you in those hard times. Reminds me of the free to play indie market. People play free to play games and thinking that they would make a game that isn't pay to win. Then two months latter I find them selling the characters, for more in a in game store than what they paid me for the rights to the characters. And yes it's still pay to win if it's a character class that free players don't have.
  8. You would need to capture your own sky maps. Setup your camera and then take a shot every hour.This will give you a 24 frame movie. Blend frames to get a smoother result. The obvious side effect is the size of 24 HD images. How you get around that is up to you. A other way is to make your own sky material, like Unreal does. It will generate a fake looking sky, yet will be very fast.
  9. This is actually very true. Consider this: A average person earns $15 000 - $32 000. We can then consider this as a summery of personal cost (living expenses and education). The average indie game will take 1-2 years to make. Indie teams are often 1/ 2 /6 / 15 people teams. The average developer will spend more than 2 years learning. So even for the best case scenario. Hobby game made by: learning for 2 years on your own then making a game in 1 year. = $45 000 - $96 000 is the amount of money you lost making the game. You would have earned this much by being a fry cook for 3 years. Games also have extra cost like engine costs, Unity's micro transactions asset store assets, software for making assets and third party licenses. The average mobile game makes $ 1000 - $ 4000. You would need to make 4 -15 mobile games a year to earn the same wage as a fast food employee. (Note this is all mobiles, some like iOS makes $0- $200 as a average) The average steam game - no idea. Steam doesn't want to share. However from the developers I talked with it looks like around $1 000 a month. So at +/- $12 000 a month they do make what can be considered an average salary. So in short making games requires more skill than working at a fast food restaurant and you will be payed less. Making indie games in hope of getting that once in a life time game like Minecraft, Stardew Valley or Flappy Bird. Is like spending $15 000 a year on lottery tickets, except the odds are worse and games take effort. Make games because you want to.
  10. Yes. Like MatsN said some parts only need to be stuck into one point, like hats. There is some shortcuts that exist. Like making the arms there own part moving this in your editor and then adding it to the sheet. Making a vector plane and sticking the pixel art on it will give you a easy way of redoing pixel art, however it will stop being real pixel art. Look into sprite bone animation or 2D vector animation to know more.
  11. Why not do this yourself? There are engines out there that already has everything you need for this. All you would have to do is type in the text and choose what text links to any other text. Or follow one of the hundreds of tutorials on this. They where popular back when mobiles started with internet access. Even if you just selected a popular engine that wasn't made for this, like Unreal or Unity, it should take only a month to learn the basics of making this type of game. You don't need a team for this unless you plan on making your own engine. This is something that a single person could achieve with just a small amount of effort.
  12. I did like it. Breaking down a survival game to these elements is fun, you have a good concept going here.
  13. Considering how short the animation was I think you could have done better by uploading it as a GIF for people to see. The animation matches the game style so that is good. Just remember that a game is not its art. As the developer it's your job to make the game and the artist job to translate that into art that can be used in a game. I would really like to see some basic game play, to see how the art works with your game.
  14. You will need to either reduce the amount of resources or show them on screen at all times.
  15. I have some concerns about this. There is a reason people use programmer art. It shows you what your final characters and assets needs to do before making the finals. Now when you add new abilities or want animations you have to wait for a artist to make them. When you decide to change a small thing on the character to match the game, you will need to redo the whole character. Your game is shaping well. Keep us posted.