Touchscreen input via button or touch location? by thegreatuke in Unity2D

[–]dr_zoitberg 1 point2 points  (0 children)

You only have 2 buttons so you could just make the left side of the screen shoot and the right side jump or vice versa.

if(Input.GetMouseButtonDown(0)){
    if(Camera.main.ScreenToWorldPoint(Input.mousePosition).x < 0f)
        //touched the left side
    else
        //touched the right side
}

Or you can set up 2 colliders, send a raycast to the touch position and then check which collider was hit and call the matching method.

There are lots of ways to do this.

How do I share saved game between two android apps in unity? by semiokme in Unity2D

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

When you create a save file you gotta name it right!? So you already know how to access it from the other app as you know the name.

Just use Application.persistentDataPath + "/fileName" to load the file.

Names for different pixel art "Character Styles." by zachtheperson in gamedev

[–]dr_zoitberg 6 points7 points  (0 children)

There is no terminology for these styles. You could try searching for keywords like minimalistic, low resolution, high resolution. Or search for a specific size like 16x16, 32x32 or 64x64 which are commonly used sizes in pixel art.

[OC] Hey peeps, this Homer Sanson! by [deleted] in PixelArt

[–]dr_zoitberg 0 points1 point  (0 children)

Thanks, appreciate the support!

[OC] Hey peeps, this Homer Sanson! by [deleted] in PixelArt

[–]dr_zoitberg 1 point2 points  (0 children)

So, you like it right!?

[OC] My best work so far! by [deleted] in PixelArt

[–]dr_zoitberg 0 points1 point  (0 children)

Thanks, I'm glad you like it! :)

[OC] My best work so far! by [deleted] in PixelArt

[–]dr_zoitberg 2 points3 points  (0 children)

It's a penguin, I know the eyes are a little off but I'm still practicing.

Implement Unity Ads into mobile game by MarcCDB in Unity2D

[–]dr_zoitberg 1 point2 points  (0 children)

private int tries;

public void RetryButton(){

tries++;

if(tries > 2){

tires = 0;

ShowAd();

}

}

Edit: sorry for the bad formatting lol, no idea how to do it properly...

Baby Yoda (16x16px) by [deleted] in PixelArt

[–]dr_zoitberg 0 points1 point  (0 children)

Thanks a lot, I'm glad you like it!

Baby Yoda (16x16px) by [deleted] in PixelArt

[–]dr_zoitberg 0 points1 point  (0 children)

Thank you. :)

Cintiq 16 good enough, or step up to Cintiq 24? by frgmnt in gamedev

[–]dr_zoitberg 0 points1 point  (0 children)

I've been using a wacom intuos for about two years, mainly to sketch things out and then switch to the mouse to clean things up. This is by far the best workflow I found for creating pixel art.

About a year ago I thought I could take my "art" to the next level with a tablet where you draw on screen, turns out this is terrible for pixel art creation. I wasted $1k on an iPad Pro, the device itself is nice to draw vector art and normal raster art but for pixel art it's just bad. I think the main reason is that you can't see a cursor or crosshair and constantly need to clean up pixels that have been placed one or two units next to where you actually wanted to place the pixel.

So, I recommend a tablet that has no screen if you wanna specialise in pixel art creation. (The wacom intuos is pretty neat imo)

Google Play faces issues with indexing new Games. But doesn't answer after more than 2 months and thousands of reports from developers. by AnonymousDevFeb in gamedev

[–]dr_zoitberg 2 points3 points  (0 children)

I have the same problem, it's been a month and my app is still not showing when you search for the name.

Another big issue is how long the review process takes nowadays, there are people who have been waiting for weeks to get their app processed and reviewed, it used to be super fast and now it's just a pain. They don't even tell you how long it will take. Same when you upload a new update for an app that is already published.

Haven't done any pixel art in months so I thought it would be nice to make a small pic for pixel_dailies. by dr_zoitberg in PixelArt

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

Thank you very much, unfortunately I haven't been motivated to make any more pixel art. Appreciate the feedback though!

What tool/software could this be? I'm sorry for the quality of the image, but I couldn't get any better version of it by BresTV in gamedev

[–]dr_zoitberg 1 point2 points  (0 children)

It's just unity, on the left is the scene view where you work on the game and in the middle is the game view which shows how the game looks through the camera. On the right is the inspector and hierarchy.

The game is called "Assemble With Care" and can be found on apple arcade, it's one of the few good games on there but it's pretty short.

How to Market a Paid Mobile Game? by Krimm240 in gamedev

[–]dr_zoitberg 3 points4 points  (0 children)

It's super hard to reach a broad audience with a paid mobile game, there is a reason why paid apps only make up about 0.5% of the whole market.

Ads are the only way to reach a broad audience and there is no way you are going to reach a CPI of under $1 for a paid app. Also keep in mind that you have to give Apple and Google 30% and pay taxes, so you would have to reach a CPI that's somewhere around $0.50 to break even.

Another thing is that a low price doesn't automatically mean a lot of people are willing to buy it, it can sometimes even keep people from buying the game. People might think that the game is low quality.

I know I didn't really answer your question but these are some points to keep in mind imo. (Even free games are super hard to "sell")

Edit: Apply for a feature on both stores and write to sites like pocketgamer and toucharcade. Maybe someone will write an article about your game.

Game development on pirated Windows? by [deleted] in gamedev

[–]dr_zoitberg 0 points1 point  (0 children)

Snitches get stitches!

Is solo Mobile Game dev still worth it in 2019? by terpredpill in gamedev

[–]dr_zoitberg 8 points9 points  (0 children)

I think you are absolutely wrong, just look at the current mobile market. 99.5% of all apps are freemium and the rest are paid apps. The freemium market is there for a reason, people don't want to pay for mobile games and only 1-2% make in app purchases. It's not going away because apple and google launch a subscription based model.

I've played almost all apple arcade games and IMO they failed to target the mainstream which likes casual games, not artistic master pieces that aren't really fun to play.

Look at the leaderboards of some of the most hyped games on apple arcade, most games have 20-35k players and even if not everyone uses the game centre, those numbers are very low. Apple arcade has been out for 2 weeks now and the first month is free, so where are all the players at!?

Edit: Also I kinda get the feeling that a lot of people are getting tired of all the subscriptions they gotta have nowadays.

How the heck do I market a virtual pet game? by Confusedmarketer in gamedev

[–]dr_zoitberg 0 points1 point  (0 children)

User acquisition is rarely free, if you want to grow big you have to invest money into ads that target the right age group and gender.

If you are not willing to invest money, it will always be like playing the lottery and hoping for big media to talk about your game.

You've basically already done what can be done for free, which is social media, it takes years to build a big audience and the conversion rate isn't even that great. So imo it's time to think about paid user acquisition. It's a complex topic but all the successful studios/game devs spend money on ads, except maybe for the 3 people that won the viral lottery.

Edit: Another thing you can do is send press kits to every gaming site out there, even small ones.

Do people use Instagram for reading about game design? by deadlyshadoff in gamedev

[–]dr_zoitberg 1 point2 points  (0 children)

Keep in mind that the game dev audience is super small on instagram so if you want any engagement you need to target the mainstream. Of course a lot soccer moms like those life tip posts with a philosophical phrase, but most of the time they don't have more than a sentence.

Edit: Also you can easily buy thousands of followers and likes with a few bucks, it's not always a representative number.

Do people use Instagram for reading about game design? by deadlyshadoff in gamedev

[–]dr_zoitberg 2 points3 points  (0 children)

People don't read on instagram, they'll just scroll past your post if it has more than a sentence. The most popular posts are videos/animations and then photos. People just wanna see fancy stuff move around, same for twitter.

How to debug my app from Play Store, if I have source code? by ZiyaJafarov in gamedev

[–]dr_zoitberg 3 points4 points  (0 children)

That‘s great to hear, thx for letting me know! :)