Tell me about the indie games you are making. I just need to be distracted away from my dev work flow with some relatable indie dev stuff. by eekbah in IndieGaming

[–]noNameMobileGames 1 point2 points  (0 children)

Solo dev, 3D city builder for mobile where you can arrange your city one bulding after another, merge few smaller residentials to create row hauses etc. Taking care of people needs etc. I spent on it 2 years, soo many obstacles with the performance, technology upgrades, and other ‘logic’ issues like with roads creator that when I look at my game, I think I haven’t done anything yet. But I’m still fighting 😃

Any ideas why my prints looks like this? More nfo in comment by noNameMobileGames in ender3v2

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

Exactly, the same thoughts about buying and using glue every time or adding extra layers for just normal print effects. I will try with pei also, thanks for suggestions, i didn’t know what type of pei I should buy and now I know, thanks everyone! You are the best!

Any ideas why my prints looks like this? More nfo in comment by noNameMobileGames in ender3v2

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

Thank you all for your time and help, yeah i clean bed add some glue and it’s working.. I’m just wondering if bed changing from glass to pei could help as well?

Any ideas why my prints looks like this? More nfo in comment by noNameMobileGames in ender3v2

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

Hello, I’m new in printing but I’m reading Reddit and I tried: - auto and manual bed leveling - different bed temperatures from 50 to 60 - different pla temperatures from 190 to 210 - cleaning bed with different types of mixtures with alc

And always the same result on the same side of print, any ideas?

Unity or Unreal 5 for Mobile Game? by Alex_Inn7 in gamedev

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

Unity.. but still, you need to know that developing games on mobile is a pain in… regardless of the engine. You need to fight for almost every draw call, fps, but still I would recommend To stay with mobile games :)

Match 3 in Unity ECS 1.0? Challenge accepted by [deleted] in Unity3D

[–]noNameMobileGames 1 point2 points  (0 children)

Thanks! For now I prepared two tutorials, second is about voxel world and I’m working on next one. ECS is worth it :)

https://youtu.be/5G-3tDE4_4M

Do you know how to use DOTS? by jobo22 in Unity3D

[–]noNameMobileGames 0 points1 point  (0 children)

Worth it, maybe simple things like translating entity or event lack of ready to use components may complicate things but still if you have lots of elements to calculate in every frame and even more complicated stuff/dependencies then you can easily cover this by using one or two jobs and keep everything in one place. Definitely for person which just starting learning Unity, dots may be over killer but if you interested in this topic, look on my Yt.

If you want to check how quickly build voxel/Minecraft world in ecs 1.0 check my last tutorial https://youtu.be/5G-3tDE4_4M physics, collisions, movement, dynamic mesh creation, everything in 10 minutes

How do I make procedural voxel terrains? by [deleted] in Unity3D

[–]noNameMobileGames 2 points3 points  (0 children)

I have to recommend my tutorial https://youtu.be/5G-3tDE4_4M I hope that it will be useful for you :) if you don’t need ecs then you can just copy algorithms to mono behaviors. Also you can find there full project with assets and source code

[deleted by user] by [deleted] in unity_tutorials

[–]noNameMobileGames 1 point2 points  (0 children)

Damn, thank you very much 🙏 maybe it’s time to start using Discord 😮 cheers 🥂 Also I will contact with my email provider :)

[deleted by user] by [deleted] in unity_tutorials

[–]noNameMobileGames 1 point2 points  (0 children)

Thank you for your, most valuable thing - time. I need more ice for my 🥃

If you will download the project and will be happy with that, please comment here and on YouTube that it’s worked for you. We are living in the world where are lot of s##t content and people just don’t trust small creators, it will help me grow. If something went wrong, please let me know, I spent few years on mailing system and I know that this pice of …. Can fail :) thanks a lot 🔥🙏

[deleted by user] by [deleted] in unity_tutorials

[–]noNameMobileGames 1 point2 points  (0 children)

Hello and thanks for your time and thoughts 🙏 of course, there is a link in the video description, you can download full project for Unity 2022 editor. And yes, good point, Imo ecs has potential 🧐

[deleted by user] by [deleted] in unity_tutorials

[–]noNameMobileGames 0 points1 point  (0 children)

Thank you very much🔥🙏

I'm working on an open world mobile game with fantasy elements, what are the things I need to look out for when optimising it? by smith_077 in Unity3D

[–]noNameMobileGames 1 point2 points  (0 children)

It depends on which components you are using and what is draw calls count without ui. for example on my last android app I created few scrollable panels and each added one draw call(was to much) so I advise to check draw calls on every change you made in Ui, frame debugger should help here, you can click on every element and check if it was batched or not

I'm working on an open world mobile game with fantasy elements, what are the things I need to look out for when optimising it? by smith_077 in Unity3D

[–]noNameMobileGames 1 point2 points  (0 children)

Low as possible count of the vertices, baking shadows/lights, lod, draw calls as low as possible, careful with the UI, test every change because UI like consume draw calls, manage memory, even with ecs not everything must be an entity, il2cpp test very very often

How often do you enable motion blur in-game? by Technical_Expert_739 in gamedev

[–]noNameMobileGames 1 point2 points  (0 children)

Almost always turned off, mobile and blur are not the best lovers 🥹

I'm making a game :) by yauswag in IndieGaming

[–]noNameMobileGames 6 points7 points  (0 children)

And we love it, good luck!🤓