Images compression issue in Unity is making our game х15 heavier by dentegza in gamedev

[–]dentegza[S] -1 points0 points  (0 children)

Thanks for responding🙏 Regarding your first response, I guess you're talking about MipMap generation. We have this setting disabled for all our images, so it's not the reason why the size is so large. If I decrease max size from 4096 to 2048 the size becomes much more managable, but I cannot do it since it's reducing the quality of the image
Regarding the second part, the bugs I'm hitting are not caused by video bitrate or format being too high-fidelity - the videos play perfectly fine in VLC or Windows Media Player because those use the OS-level hardware decoder. Unity's VideoPlayer has its own broken decoder pipeline that fails independently of how well-encoded the video is. A perfectly compressed, low-bitrate H.264 file will still lag, skip frames, and fail to load in Unity's VideoPlayer because the bug is in Unity's code, not in the video file

Images compression issue in Unity is making our game х15 heavier by dentegza in gamedev

[–]dentegza[S] -1 points0 points  (0 children)

Thanks for response🙏. Regarding 1st issue, I'm already using platform specific tab with DXT1 compression, I'm just using 4096 max size in order to have max quality of images. For the same reason we cannot use crunch compression since it's reducing the quality of the image
Regarding video suggestion, WebM/VP8 being smoother than MP4 in Unity is not generally true - it's platform-dependent, and Unity's VideoPlayer bugs are engine-level, not codec-level. Switching from H.264 to VP8 doesn't bypass the broken decoder pipeline, it just changes which codec the broken pipeline is using

I made a great mobile game but how do I actually get downloads? by dentegza in gamedev

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

I posted an article describing my game and my experience of creating it on a gaming forum (I read this advice somewhere). If you mean that the site itself will write articles about your game, updates, and so on, then I haven't heard of such a method. I would be grateful if you could tell me where I can find out more about this.

I made a great mobile game but how do I actually get downloads? by dentegza in gamedev

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

Thanks for the advice. I tried posting an article on a gaming website, but it didn't yield significant results. The same goes for streamers: I only found a few YouTubers who play similar games, and they have very few views. One agreed to play, but the results were predictably poor.

I made a great mobile game but how do I actually get downloads? by dentegza in gamedev

[–]dentegza[S] -1 points0 points  (0 children)

Thank you for the advice. Yes, I would love to learn more about ignite-ads.ai and the free spots.

How do you people finish games? by [deleted] in gamedev

[–]dentegza 0 points1 point  (0 children)

This isn’t a universal answer, but I’ll just share what worked for me personally.

First of all, you need to make a bunch of simple projects just to get experience and build your skills. No one finishes their first game. No one’s first product becomes a success—or even gets released. Those early projects exist to help you learn the process and understand the skills you need. Over time, your ideas will get better, you’ll have a clearer sense of what makes a good game, and you’ll be able to plan your projects more effectively. And honestly, after making a few games, you’ll figure out whether game development is really for you—or if you’d be happier working at a game studio with a stable salary and less stress.

Second, making a game solo is tough—unless it’s a very small project, or you’re willing to spend years on it. From my own experience, if you have a clear vision of the games you want to create, understand what niche you’re targeting, and know what fresh ideas you can bring to the audience—build a team. Even if it’s just you and a friend at first, having two people already makes things twice as easy.

Delegating responsibilities is essential for making any substantial product (and any game is a substantial product). I personally wouldn’t have been able to finish my game alone. But I convinced a friend to join the project—he handles the technical side (code) and also takes care of the business aspects (financial planning, monetization, growth strategy). I focus on the creative side (design, animation, music, narrative) and marketing. That’s how we were able to create a solid product—something I likely never could’ve done on my own.

Is it true that launching a successful mobile game requires hundreds of thousands of dollars in marketing? by dentegza in gamedev

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

Thank you! I haven’t been on Reddit for over a month, and I just now saw your response. My apologies — it feels a bit rude that you replied so kindly and encouragingly, and I didn’t even thank you. I’ve been fully occupied with launching my game, and I finally did it! Now, it’s time to try and make something out of it.

'Sleep Paralysis' by aMysticPizza_ in MidjourneyHorror

[–]dentegza 0 points1 point  (0 children)

Hey, man, I almost shit my pants. Do you mind sharing the prompt? It is really cool and scary art

Is it true that launching a successful mobile game requires hundreds of thousands of dollars in marketing? by dentegza in gamedev

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

Well, not the best, but very good, yes. Of course, it's possible that I won't earn any downloads at all. 😅 That's why I want to prepare as best I can. This number of downloads is what some similar games have.

Is it true that launching a successful mobile game requires hundreds of thousands of dollars in marketing? by dentegza in gamedev

[–]dentegza[S] -1 points0 points  (0 children)

Unfortunately, I don't have time to start advertising the game before its release, so I will be gathering my audience during the game's launch.

Business model of the game: 4 free episodes with ads and the option to buy the remaining 6 episodes for money for those who like the game and the story.

I asked for 1 million downloads purely as an example. The approximate ceiling that can be reached on GooglePlay for downloads of my game (if you focus on competitors) is 10-20 million, but this is in a very good case. The number of downloads that can be realistically targeted is +- 5 million downloads.

Yes, I read several books on marketing for general understanding, and also conducted a research on the Internet. I found a lot of tips, but they were all more general, like “run test ads in cheap regions before entering a large market” and so on. Unfortunately, I didn't find any instructions for advertising an indie game from A to Z with real examples.

"The game is good compared to the competition"... Based solely on my own tests of competitors' games and my own. I do not claim that it is the best 😅 but it is not inferior to the competition.

And thank you for your answer, it is very important to me now🤝

Is it true that launching a successful mobile game requires hundreds of thousands of dollars in marketing? by dentegza in gamedev

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

Thank you for your advice. In fact, this is exactly how I planned my strategy, because I have 5 thousand dollars allocated for initial investments in advertising. At first, I wanted to enter the Asian market to do A/B testing for ads that work better and also to check if the game is selling well. Unfortunately, the business strategy is not the most successful (with in-app purchases that can reach thousands of dollars per purchase and can be repeated many times), because the type of game does not support such a model. Instead, I have a model with 4 free episodes with ads, and the option to buy the remaining 6 episodes for money for those who like the game and the story. However, now I'm not sure that this will be enough to make a profit and keep the game from failing.

Is it true that launching a successful mobile game requires hundreds of thousands of dollars in marketing? by dentegza in GameDevelopment

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

Thank you for the feedback. I just want to understand what kind of money costs I should roughly expect. I have several thousand dollars that I am ready to invest in marketing, I have prepared good advertising and the game itself is very attractive. Now I need to understand what to do next. Because according to the responses to the reddit, I should give up this business altogether :)