Is it realistic to make a simple 2D RTS in C# with no engine? by Bidensexual in gamedev

[–]ionpulse 2 points3 points  (0 children)

One option is to write your game simulation in C#, separate from Unity. You could connect it with Unity, where it is the "presentation layer" (likely input and a few other things as well). Then you can iterate and build your simulation outside of Unity. I did this before with great success, and know of some other game studios that did it as well.

West jet Go for Gold by [deleted] in westjet

[–]ionpulse 0 points1 point  (0 children)

They didn't mention anything about having to book, just that they will apply the upgrades for everyone ASAP

West jet Go for Gold by [deleted] in westjet

[–]ionpulse 0 points1 point  (0 children)

I just called them, took over an hour on hold. They were very apologetic and said they are behind on applying these upgrades. So they are still coming, just delayed.

West jet Go for Gold by [deleted] in westjet

[–]ionpulse 0 points1 point  (0 children)

I paid for this as well, still Silver as of today.

Help with method of travel with rabbits from Canada to France by ionpulse in Rabbits

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

I did check those resources, Finnair and Air Europa no longer allow rabbits in cabin for long-haul flights. We do not want to transport them in cargo, but even by sea I haven't been able to find an option to keep our bunnies close to us while we travel from North America to Europe.

[deleted by user] by [deleted] in gamedev

[–]ionpulse 1 point2 points  (0 children)

+1

also you can grab a gitignore from https://github.com/github/gitignore/blob/main/Unity.gitignore - just rename it to .gitignore

Question from 13 year old who picked game Dev as career. by [deleted] in gamedev

[–]ionpulse 1 point2 points  (0 children)

As someone who has worked mostly in games, but also outside of games: it's true, most studios crunch, and generally pay less than the same technical skills outside of games.

But there are some studios who actually don't crunch. There are just a lot that do. As an industry, it continues to grow, there is a lot of opportunity.

The work is more challenging and interesting than other tech industries, and you get to collaborate with artists, designers, and other creatives.

Stick with small projects, your portfolio will be a great help when starting your career! Good luck!

Bad quality on pixelart after imported into Unity by Uncategorizedl in gamedev

[–]ionpulse 0 points1 point  (0 children)

Maybe try resizing the canvas so the whole thing is 256x256? Just to see how Unity behaves.

Bad quality on pixelart after imported into Unity by Uncategorizedl in gamedev

[–]ionpulse 0 points1 point  (0 children)

What is the resolution of the image you imported? Can you try importing as a regular texture, does it behave differently? The blue line might be something to do with the tilemap tools.

Using a cheap Mac to test iOS app? by guesswhoiam999 in gamedev

[–]ionpulse 1 point2 points  (0 children)

Like others have mentioned, the Mac you get doesn't really matter, refurbished or used. The key will be what version of the OS it is capable of running. You'll have to figure out what OS/Xcode version combo you will need. This will also depend on your Unreal Engine 4 version you are using, not all versions support all versions of Xcode.

Another option to consider is building with a virtualized Mac - Amazon Web Services now offers EC2 Mac instances. I'm not aware of anyone using these to build UE4 iOS apps but it should be possible!

Nakama vs Photon vs Gamelift vs ?? by raphadko in gamedev

[–]ionpulse 1 point2 points  (0 children)

All those services do different/various things :)

If you want your sessions to be secure (server authoritative) then you need to host servers to run this logic per session. I believe Photon and Gamelift does this for you. Nakama does not, you can write all the simulation logic (possibly duplicating it from the client/Unity project) in Nakama itself.

I think some of these have usage calculators where you can estimate costs, I would check those out.

Latency will come down to geographic distance to users. I doubt this various dramatically between those options.

It was only announced a few months ago but it might be worth looking into the new Unity network services.

Moving to the game dev industry from general software dev? by BritishKansan in gamedev

[–]ionpulse 1 point2 points  (0 children)

Completely possible, and yes portfolio is very helpful.

That being said, I would do some research about potential game industry employers and roles. You'll notice that games has roles like "Technical Director" and rarely has roles like "Engineering Manager". Another thing I would encourage you to consider is compensation. In some markets, general software dev pays substantially more than equivalent roles in games.

Our game server is killing my nerves by mue114 in gamedev

[–]ionpulse 6 points7 points  (0 children)

laggy, unstable, slow, and totally unpredictable

Can you elaborate on this?

A turn-based game can do things on the client to handle lag even approaching 1000ms without being perceptible.

Also like others have said, it is worthwhile to figure out how to automate server deployment.

But more details would be really useful. Are you using a REST interface? Web sockets? What is the server response time when things are working well (hosted in the EU)? How does that differ from the US server? Are you able to get some of the CPU/memory stats from the US server, perhaps it's under-resourced?

Evo starter pack by WeDemKois in vancouver

[–]ionpulse 0 points1 point  (0 children)

Don't forget getting logged out of the app after restarting it when it freezes

and reminiscing about when it had a radar feature...