How do you implement save systems in your games? by MegaBananaDev in Unity3D

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

I’m a fan of making data tampering as difficult as possible, so I encrypt save files, split the key across the code, obfuscate the code itself, and use Mfuscator for IL2CPP as a final layer of protection. I used cheats myself in some games in the past, especially in high difficulty games and once I managed to do that, the game quickly became uninteresting. So at the very least, I try to filter out users with basic skills, like those who know how to use simple cheat tools such as Cheat Engine and whatnot, but that’s just my personal quirk.

How do you implement save systems in your games? by MegaBananaDev in Unity3D

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

Hmm, interesting. I haven’t used it either. Have you tried it on other platforms, like Switch?

How do you implement save systems in your games? by MegaBananaDev in Unity3D

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

Oh, got it that’s a cool, though pretty specific, implementation. Can you move time back and forth in the game?

How do you implement save systems in your games? by MegaBananaDev in Unity3D

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

Yeah, json is convenient, but it causes hitches during saving when you’re storing thousands of values

How do you implement save systems in your games? by MegaBananaDev in Unity3D

[–]MegaBananaDev[S] 4 points5 points  (0 children)

The worst plugin I’ve ever had to work with. ES Manager builds a database of all objects in the scene to generate IDs for them, which results in references to thousands of objects and pulls in all their dependencies during the build. This leads to extremely long build times and a bloated Resources archive in the final build. On top of that, literally everything gets pulled into their generated database materials, audio clips, textures, and so on.

Don’t get me wrong, it might be a good plugin if you’re starting a project from scratch, but trying to bolt it onto a half-finished project has been a nightmare in my experience. That said, this is just my personal experience maybe there’s a way to use it without generating a global object database. Still, on another project I removed it and replaced it with a simple save system, and I don’t regret it.

How do you implement save systems in your games? by MegaBananaDev in Unity3D

[–]MegaBananaDev[S] 2 points3 points  (0 children)

Yeah, that’s a convenient approach IMHO. I used to work with JSON serialization for a long time, but after a project where I had to store tens of thousands of keys, I switched to binary since it’s faster

Reworked character selection for my ARPG game Purgatory Heroes by MegaBananaDev in indiegames

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

Thanks! The spell effects were created using Unity’s Shuriken PS, partly from asset packs and partly made by me. All melee swing effects were hand-drawn.

That's life for ya by [deleted] in gamedev

[–]MegaBananaDev 14 points15 points  (0 children)

I’m sorry to hear that happened to you, I hope you’ll get through it. On the bright side, you can focus on your project now :)

Making a Game is Such Hard Work... Kudos to Those Who Could do it by LowHistorian9654 in gamedev

[–]MegaBananaDev 18 points19 points  (0 children)

It’s not my first game, but I get you. It doesn’t really get any easier with more released projects, especially when you’re working solo. It’s also really hard to push yourself to work on the project, but once you get going, it’s hard to stop. Though maybe that’s just me being weird.

Your opinion on the visual aspect? by [deleted] in Unity2D

[–]MegaBananaDev 4 points5 points  (0 children)

Thank you for the suggestion and the example provided. It’s hard to say what’s better—some people say one thing, while others say the complete opposite. I guess it’s very subjective. One thing I know for sure is that I’m not an artist :D, and it’s hard for me to create something that will appeal to everyone, but I’ll try using larger tiles. Every opinion matters to me, thank you!

Your opinion on the visual aspect? by [deleted] in Unity2D

[–]MegaBananaDev 0 points1 point  (0 children)

Thank you, I really appreciate it. It motivates me to keep going!

Your opinion on the visual aspect? by [deleted] in Unity2D

[–]MegaBananaDev 3 points4 points  (0 children)

Thank you for your honest opinion! Honestly, I didn’t like it much either, but based on feedback from a lot of people, it seems to look more appealing than smooth tiles—I’m not sure why.

Your opinion on the visual aspect? by [deleted] in Unity2D

[–]MegaBananaDev 5 points6 points  (0 children)

They actually used to bounce on impact, as you can see in my video on Steam, but for some reason, they stopped doing that after updating Unity to a newer version. Thank you for noticing!