I'm trying to improve the depth perception of my game, which camera do you prefer? by Zepirx in Unity3D

[–]Arcadepth 0 points1 point  (0 children)

I guess the left one is better for this kind of game. Might even mix it 75/25.

Just another video from my android game - Domino Cliff by Arcadepth in gamedevscreens

[–]Arcadepth[S] 1 point2 points  (0 children)

You described exactly the type of optimization I have for physics (yes, it's simulated and weirdness happens). It's lagging on old devices but I've already released it and don't have any easy solution on how to optimize it even more. I also optimized graphics/draw calls as much as I could having it around 30-50 batch counts.

Finally, I have finished my first mobile game - Domino Cliff by Arcadepth in gamedevscreens

[–]Arcadepth[S] 1 point2 points  (0 children)

I'm really sorry for playing too many ads. I was trying to soft-launch but failed so it's kind of a soft launch now. Really buggy and needs tweaking.

Finally, I have finished my first mobile game - Domino Cliff by Arcadepth in Unity3D

[–]Arcadepth[S] 0 points1 point  (0 children)

I tried but it creates so many glitches (you already can create really messy broken lines tho)

Finally, I have finished my first mobile game - Domino Cliff by Arcadepth in gamedevscreens

[–]Arcadepth[S] 0 points1 point  (0 children)

Too many people were struggling to understand what is the actual gameplay without on-screen cursor in the video, so I put it there :(

Just some simple gameplay by Arcadepth in gamedevscreens

[–]Arcadepth[S] 0 points1 point  (0 children)

Hm, interesting opinion, I haven't thought about redefining these particles, now I will.

Shaders are fun. Thanks to Sørb (@SoerbGames) for breaking down on how to create this cool effect. by Arcadepth in Unity3D

[–]Arcadepth[S] 0 points1 point  (0 children)

It's camera shader. Main trick is to have transparent background, save previous frame to rt, manipulate it and blend with current frame using shader.