

- ADVENTURE CAPITALIST WITHOUT UNITY WEB PLAYER PRO
- ADVENTURE CAPITALIST WITHOUT UNITY WEB PLAYER CODE

There was no complex onColliderEnter/exit, caching collision, whatever. More importantly I had contact every frame, it was in sync with control.
ADVENTURE CAPITALIST WITHOUT UNITY WEB PLAYER CODE
I could also bypass collision either by jumping to position or by using ignore collision (though Jumping was maybe a custom code I made). In blitzbasic I think you refer to collision as "trigger", I didn't have the problem because I used distance check for that and a simple grid bucket where object subscribe based on their position, something like that. That's why it can't get perfect in any area, like specialized engines, but that's an acceptable trade-off for what they spend 3 years on the game before giving up (or more like stalling) That's what Unity wants to be: a jack of all trades. it will not be as easy as RPG Maker for old-school console-style games (but RPG Maker is not good for other games) it will not be as good as Cryengine for 3D open-world games (but Cryengine is not good for other games) it will not be as good as Unreal for 3D action games (but Unreal is not good for other games) Unity is a good tool to make any kind of game you want, although it will never be as great as other specialized tools: Have to agree, although it is just one use case. It's just not as easy as some other engines, but it can get there.ģ. With enough work it gets sofisticate enough for almost anything. But it takes a bit of work before being productive.Ģ. And it gives you the tools to go beyond what specialized engines like RPG Maker have. Get some plugins on the Asset Store, or make your own (not that hard for that kind of game), and you're good to go. 3D games tend to hide it (just due to the nature of the display).Ĭlick to expand.1. I think it is most noticeable in 2D games.
ADVENTURE CAPITALIST WITHOUT UNITY WEB PLAYER PRO
lol But the evidence seems to be showing that Unity for desktop is getting more of the pro level folks and other game engines and frameworks are getting more of what I think of when I think of Indie (basically one person or at least a very small team, not rich, with no previous AAA game experience & many times no previous game dev experience period generally building these games "on the side" of their real I've noticed those too mainly in the WebGL prototypes I check out but the stutters do occur sometimes in desktop builds as well. I would have thought most were here period. Makes me wonder if most of the "little guys" are making games in things outside of Unity.

Absolutely.Ĭlick to expand.These appear to all be made by AAA (or at least former AAA) devs? Also the one-man effort Stardew Valley seems to be crushing them in terms of reviews on Steam anyway.

There will always be many reasons why people do not like a game. I feel like those devs have "lost their way" or something.īottom line is you are right. When I see an Indie game that seems like it is striving to be a AAA game I don't know it just kind of puts me off. On the other hand there are folks like me who will probably never buy an Indie game that seems like a AAA game. Heck my own stuff if ever released for sale would be retroish and likely 2D low res pixel art. They just are not the market for most Indie game devs. I mean I am sure you are right there are folks who will never buy an Indie game because they want something that is like a AAA game at least visually. If people want AAA games they should be buying the AAA games. These were things that never should have been released on an actual real marketplace to begin with.Īs far as AAA and non-AAA I don't think that is a problem at all. lol Those were actually out on the store and I checked them out because comments were saying "garbage" and "Unity" and I wondered what they were talking about. The other was a 3D model of a jet that you could rotate. Unfortunately, the very first mobile games I ever tried were in Unity by beginners. So many people come to Unity and create their very first game ever often not even a game and just basically a test of moving objects around or using the Unity examples and releasing them as their own game. I think nailed it when he said "a side effect of anyone being able to make a game".
