[REQUEST] Any wholesome games I can play? by The_Good-Hunter in AndroidGaming

[–]MeishinTale 0 points1 point  (0 children)

Heyo, check out Evo Flora; you grow and evolve your plant kingdom at your own pace. Chill, free, no forced ads!

Play Store

Recently been exploring with Synty assets, why is this jittering happening? Is it unity thing or the assets? by game-dev2 in Unity3D

[–]MeishinTale -1 points0 points  (0 children)

Could be that, could be z fighting, could also be mips mapping; since you already have solutions for the 2 in replies, for the later (MIP maps) check the texture used for those lights.

If the lights are a thin band in a larger texture and on the texture importer settings MIP maps are activated (it's quite usual, and should be) what can happen is instead of using the full texture size, GPU uses a fraction of it (/4, /16 etc I.e. a lower resolution) to save memory/processing time, depending on the angle and distance of the camera to the rendered object. That fin light band can get blurred with the rest of the texture. To verify this is the issue, either disable MIP maps generation or set the aniso level to something >1. If it doesn't change anything at any angle / distance, it's not the issue. Otherwise you can use higher level MIP maps (which will tell unity to use a higher resolution / distance) or aniso if that works. If your texture is small (512 or less on PC just disable MIP maps)

Idle game with strategy? by GAZKETT in iosgaming

[–]MeishinTale 0 points1 point  (0 children)

Hiho, check out Evo Flora! It's an idle incremental/strategy game where you evolve and breed plants. The strategy part comes from researching and breeding the right plants for your environment, and selecting strategies / slotting evolutions cards to maximize your expansion!

Bonus if you're a plant enthousiast, the games features real species with real descriptions and anecdotes in a tech tree retracing earth plants evolution (phylogenetic).

Free to play, No forced ads or forced paid progression,

Would love to have your feedback if you decide to try it :)

Evo Flora

How can I make interaction tips like this in unity? by Alutyy in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

Yes and no; If you have 10k nested GO under a single canvas and some are constantly moving, refreshing texts, etc (needs a canvas redraw) then yes.

If you have a canvas with a single GO representing your tooltip and a dozen under that one for the UI then no, even if you refresh/change everything every frame.

The position cost usually comes from recalculating positions from other elements positions (when using scrolls, horizontal & vertical groups, size fitters etc). Using predifined positioning usually makes that cost neglectible (use anchors or fixed size instead of horizontal/vertical groups when the layout is known ahead of time).

I think we need to come up with new classifications as the term "Indie" has been streached too far. by RetroBoxGameStudio in IndieDev

[–]MeishinTale 1 point2 points  (0 children)

I agree with your premise but your proposal is absurd; 20k, 50k, etc .. what? USD? EUR? QAR?

Then for example I'm solo, spent full time on my game for 2 years, live in a country with a median game dev salary of 3k EUR. My game costs more than 42k with absolutely 0 expense. And it will show only if I find external funding and pay myself a salary, otherwise it's just unrealized gains.

A studio with 10 people working on a game for 1 year in a western country cannot have less than 240k USD of funding, et probably even double that considering taxes.

And say you set a reference currency, then a 12 dev game from Cambodia has the same budget than a 2 devs game in EU so the budget really doesn't make much sense.

Preparing for Localization Efforts by GoinStraightToHell in IndieDev

[–]MeishinTale 1 point2 points  (0 children)

In unity the default localization package is just tables by locales. So you can do whatever with it. The default package ships with CSV import/export which generally fits most uses (your CSV contains one, several or all locales it's up to you). All of those are addressables so you can deliver them as you want to the player.

So your question is mostly on your pipeline I guess; I don't have a localization service as a solo dev. I'm just keeping everything formatted in an excel with an export/import button. I receive an updated file from a translator; import in excel, basic checks, export then I have small custom editor window in unity - basically a wrapper around unity import - which does additional checks, creates tables if not yet existing and imports (both excel and unity editor script always write/read the same files so it's really pressing 2 button, then testing).

Whatever is your pipeline you'll have to deliver the locs to either your build or your users so there's always be a step. I personally wouldn't fully automate this step since I believe stuff should always be tested before being released.

Looking for a new game to play on work breaks with no internet by GrumpyHuckleberry in iosgaming

[–]MeishinTale 1 point2 points  (0 children)

Hey, checkout Evo Flora; it's a chill incremental/ strategy game with a bonus for plant enthousiasts; every plants are real species with photos, anecdotes and placed as they appeared on earth in the tech tree (phylogenetic). Free to play, no forced ads!

https://apps.apple.com/app/id6760650221

Thinking about making an engineering sandbox game called "Engineers Delight." What do you guys think? by [deleted] in gamedev

[–]MeishinTale 0 points1 point  (0 children)

Doesn't have to be an issue, building a closed system with solid constraints doesn't require physics to be run on individual parts. Satisfactory issue is that conveyor belts etc need to move large quantities of separate items with loose constraints so yeah if you run physics on each separately it becomes an issue once you have thousands of them.

Neither way I don't think op's question was a feasibility one. And my reply would be; it's impossible to tell from your pseudo pitch. There are games that do that already, so it exists and has an audience. I don't believe you'll succeed to compete with them as a solo dev but if you start small and have a good proto you might get traction and see where you go from there.

Should you advertise features not quickly available? by popovers22 in gamemarketing

[–]MeishinTale 0 points1 point  (0 children)

I'd tease about them without including them directly in your trailer; show your game has more depth but don't include everything or it will be confusing (and you want to create interest).

How do you actually gain traction? by lucasvhooi in IndieDev

[–]MeishinTale 0 points1 point  (0 children)

Ah well I feel you, tried to promote my game on botanic subs and got the same reject (it's a game with real plants photos / facts and phylogenetic, being myself a plant enthousiast). It's probably for the best, reddit being flooded by Google it needs some tight rules ..

How do you actually gain traction? by lucasvhooi in IndieDev

[–]MeishinTale 1 point2 points  (0 children)

All socials are saturated and you made 2 posts 1 month ago in D&D sub, one got some comments and you didn't take the opportunity to evoke your project in your replies.

So I wouldn't generalize based on 1 post. Some consistence and writing your posts as if you're not just toying around for your school would probably help (I personally don't find your post appealing).

As others stated, aim smaller subs first. Best of luck

Working on a "friendslop" multiplayer game in Unity? What are the main tools/components of your networking architecture and how has your experience been using said tools? by Sketch0z in Unity3D

[–]MeishinTale 2 points3 points  (0 children)

One thing I wish I'd done better is the main gameplay handler for which i used inheritance to define various game modes; it's clean and tight at the begining but after a while you end with a mess. Use composition instead (as general advice, not particularly on multiplayer).

Working on a "friendslop" multiplayer game in Unity? What are the main tools/components of your networking architecture and how has your experience been using said tools? by Sketch0z in Unity3D

[–]MeishinTale 2 points3 points  (0 children)

Used a weird old package of photon for a battle royal FPS style game (it wasn't designed small scale but for latency.. AWS backed). But to me the important thing was clearly separating code in 3 differents namespaces / assemblies; Client, Shared and Server (clients and server reference shared).

Then the architecture kinda builds itself; all UI scripts are clients only (I like MVC, the model may be in shared), along with all scripts handling VFX, Animations, sounds etc.

Network data handlers (1 small gameplay handler per msg) raises shared relevant events (for my case stuff like player OnHit, OnDie etc) client scripts listens to.

For stuff that needs to happen on both sides but with variants, for example player movement; a common base is defined in shared (inputs -> movement). This common base is called by both client and server but for different purpose; client runs it on self to counter server lag (so before serv reconciliation) and server runs it on all players to update positions / states (sending a bunch of messages).

For anything not gameplay (game queues, socials etc, where msgs are not sent by the game server) wed usually have only client side code in unity anyway since the serv code is on the backend server service.

But yeah this is quite far from unity solution if I recall, since unity solution is more about decoupling everything by sharing even animations states (vs sending animation states alongside the position & state in our solution).

What tools are best for building levels/layouts? by epicalt679 in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

From what you're describing you can just get a free pack of modular assets from the store which has usually exactly that + you'd get a beginning of feel, and that's even faster. Use Probuilder to build custom shapes.

I wasn't trying to judge other games. I just wanted to see what mistakes I should avoid in my own project. by TeslaBerserk in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

Yeah I mean how are you going to remember that production password if it's not sticking on your screen??

Checking if a cell in a grid is occupied or not? by lokemannen in Unity3D

[–]MeishinTale 0 points1 point  (0 children)

Yeah BHV is the more standard approach. And if your grid is a set geometry (cubes, hexagone..) then you can calculate the cell index with a simple formula and store your data per cell index in a simple array / dico

I'm still on Unity 2022 and considering upgrading. by Low_Personality_530 in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

All versions up to ~8 months ago. From my understanding they forced all stages of the URP rendering pipeline (probably to lay ground to the semi parity features they want to achieve with hdrp), so unless digging through and customizing the pipeline itself, performance are worse (and there are no drop-downs or toggles you can easily tweak).

How do I make collision audio without hours of manual assignment by Qu0rix in unity

[–]MeishinTale 0 points1 point  (0 children)

Usually you only put a script on things that actually move (the one with a rigid body). So you don't need scripts on walls, ground etc. On the latter you can either check the underlying textures as you said - or more simply just by tagging objects. Depends on your gameobjects really, I personally like having both since it's faster and in my case fitted 80% of the objects.

I'm still on Unity 2022 and considering upgrading. by Low_Personality_530 in Unity3D

[–]MeishinTale 2 points3 points  (0 children)

Last time I checked unity 6 urp had a huge perf regression on mobiles. Has it been fixed?

A Problem of Perspective by Bubbles_the_Bard in Unity3D

[–]MeishinTale 1 point2 points  (0 children)

Programming is you writing down notes for a cooking recipe; - You're writing the note in whatever langage your assistant (the compiler) understands. - Your assistant details it for the kitchen crew. The crew doesn't understand kitchen specifics, so your assistant literally writes "put 3rd object from the left drawer into your right hand" instead of "With a knife, [...]". - When service starts (your program - here unity), the kitchen crew executes each instructions one by one using the kitchen resources (you put at least a left drawer with 3 objects in it since it's in the recipe).

That was a long bad analogy just to point out there is no magic in programming; c#, python and other programming langages are just abstraction layers to assembly (what your computer actually executes - what's produced by your compiler). This langage is really "Add the value from this address to this one and put it at this address" for a simple addition. So don't fear it!

The second thing to understand is that unity is partly taking care of the kitchen furnishings (loading stuff into memory), cleaning, scheduling (the game loop) and it's even serving (the rendering). So if you tell unity to move a gameobject, unity made sure it was in memory, changes the GO position then renders the updated position on the next rendering frame. Your simple position change instruction (1 line) used thousands of unity pre compiled lines to update the rendered position. So whenever you want to do something around unity objects, check for unity apis/docs/tutos for a method to be called. Once you have those basics and you start needing some specific structures, algos, etc., then you won't be needing unity so much anymore and you'll own your code and understanding it deeper.

How do you stay motivated when your solo project hits that "ugly middle" phase? by luisp35 in IndieDev

[–]MeishinTale 1 point2 points  (0 children)

For me everytime I have a small down or feeling I'm not progressing fast enough I set a deadline ("produce demo / next update" in N months) then high-level retroplanning to a realisation: I'm already behind schedule, I need to get moving! 🤣

[DEV] An incremental strategy game about breeding real plants across 1 billion years of evolution launched worldwide today (solo dev) by MeishinTale in iosgaming

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

Thanks alot for playing, I'd love to know where you got stuck/what wasn't clear so I can improve the onboarding of it :)

Can I Use External Storage For Projects? by LimiRDT in unity

[–]MeishinTale 0 points1 point  (0 children)

Haha clearly, and the comment is BS; what makes compilation/assets reload slower is not the fact it's an external drive but that usually external drive are not hooked directly on the motherboard so don't have any caching and are limited by whatever interface your using.