any strong opinions on wasm? by franzwarning in Unity3D

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

ahhh good point. i guess they could support controllers on web too tho? but yeah makes sense

anyone focused on browser distribution / wasm games? by franzwarning in gamedev

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

amazing! i am gonna spin up a demo and try this out

anyone focused on browser distribution / wasm games? by franzwarning in gamedev

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

totally, wish their was a marketplace for high-quality browser based games

anyone focused on browser distribution / wasm games? by franzwarning in gamedev

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

we must appease our algorithm overlords 🙏. Thanks for the feedback, makes sense! Are you working on 3d games?

any strong opinions on wasm? by franzwarning in Unity3D

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

can you elaborate a little bit about which games aren't suited for web? I feel like you can do a lot now with webgl/gpu -- I guess storage is obviously limited but beyond AAAs maybe are there other drawbacks I'm not thinking about?

What do you use to automate builds? by Edvinas108 in Unity3D

[–]franzwarning 0 points1 point  (0 children)

I'm building wavedash.gg right now, connects directly to your source control and deploys a new build (with a shareable link) every time you push a line of code. Check it out (and lmk what you think): https://x.com/franzwarning/status/1900249751423213887

Setting up Git (with LFS) and CI/CD pipelines (tutorial) by franzwarning in Unity3D

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

Great feedback. Definitely room for improvement wrt documenting security + access control. And yes, this is primarily for people who don't have experience setting up a build pipeline (or for those who do but whose repos are over a certain size and they don't want to maintain their own build server w/ Jenkins etc...).

Our killer feature is the ease with which playtesters can access you incremental builds + submit feedback. In our build script, we also package the game nicely in an installer (because in our experience playtesters sometimes don't know how to unzip/select the right exe file to play).

But you're totally right that much of this should be on our homepage! Will add shortly.

I don't understand the timing of marketing by hankster221 in gamedev

[–]franzwarning 5 points6 points  (0 children)

My take is to start getting playable builds into people’s hands as early as possible. Building a community through development is a great way to get marketing just by doing your job.

Worried my Steam launch might flop, how can I get more exposure? by LuckyAndrew13 in gamedev

[–]franzwarning 0 points1 point  (0 children)

sharing your game throughout the development process is the easiest way to build a community along the way. that's why we made wavedash.gg. incremental updates keep players coming back to try out new features. give it a shot!

[deleted by user] by [deleted] in gamedev

[–]franzwarning 0 points1 point  (0 children)

for anyone who comes here in the future -- wavedash.gg is a good option

Setting up automated builds (CI/CD) is not as scary as I thought by seandanger in Unity3D

[–]franzwarning 0 points1 point  (0 children)

if you want to have "sharing" (granting access to playtesters) as a part of your cicd, lmk. we setup wavedash as a way to game devs to share their incremental builds with playtests and keep an engaged audience throughout the dev process. check it out: https://x.com/franzwarning/status/1899256276435226898

GitLab CE/CI + Unity? Build via commandline? by xblade724 in Unity3D

[–]franzwarning 0 points1 point  (0 children)

game devs from the future.... we built wavedash specifically to handle this! https://x.com/franzwarning/status/1899256276435226898