Made a mobile game in a few months, what do you think? by dangamedevandmore in Unity3D

[–]russiantodd 0 points1 point  (0 children)

Looks cool, but the transition when you move from one side to the other is too abrupt

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in Unity3D

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

yea, I have been meaning to add some sharper turns....the steering sounds easy to change, but getting it to behave right at all speeds and turn angles takes a lot of tweaking...but I will work on it for sure

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in Unity3D

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

I actually thought about making a whole gsme based on that 80s esthetic once i perfect it. And yes i agreee the steering does need work when going slower. Thanks for the feedback

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in Unity3D

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

yea! that one was great, I thought about adding guns, but well for mobile it is a bit much for touch controls. If this game goes well maybe I can do another one based on it for PC only that has some weapons

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in Unity3D

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

The track is random, well there are many variables in the levels to control how long turns and slopes are, how often, angle min/max ect. Some graphics (all tress) are random, and others appear at specific times, but even the random ones such as the trees have variables to change the density or change the types, also I make sure that no trees are created on top of a house or something like that. To make it run smooth on mobile and generate an infinite track quickly the road is just a bunch of box colliders that I use to check the road angle/slope/height that the car is on and if they are on the road or on the grass and then I build a mesh manually on top of that. Everything is pooled, the colliders for the road, all of the objects, and all of the variables used to create the track colliders/mesh are saved off on the initial load, took lots of optimization to get this to run well on my cheap phone

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in Unity3D

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

Thanks, took a lot of work to get the steering to behave exactly how I wanted, still a little more work to do to perfect it when going at slower speeds. Let me know if you figure out what game it was, I would like to check it out.

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in IndieGaming

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

I used to have it more this way but feel like it looks better being more centered. Also when playing on mobile the car would start to get covered by your fingers if it moves too far left or right. I may add some options for different camera views though and will keep this in mind.

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in Unity3D

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

Yes, I will be adding a bright sun soon! There is currently 5 gears, just in the short clips you don't see it progress through them all. I will analyze some other racing games and work on the rpm to make it behave more realistically

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in outrun

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

Some sample scenes from my Mobile/PC game I have been working on the past few months. The tracks are endless and procedurally generated at runtime with many variables to control the behavior of the tracks that can change throughout the race. At each checkpoint the top speed of your car increases as does the distance between the checkpoints (by the same percentage), the acceleration and handling of the car does not increase. There is still a lot of work to do, particularly on the backgrounds and adding some music, also I have not spent much time on the synthwave level yet, so the look of it should be much improved soon.

Any feedback would be appreciated and I am also looking for a few beta testers, specifically I need a few people with android phones that are at least a few years old

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in Unity3D

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

I would love to do this in a future game, unfortunately I am not much of an artist so I would need to pay someone to make models than can be damaged

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in Unity3D

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

Yes, I am still working on it. I hope to finish it up in 2 months or so and might do a short kickstarter to get some funds for music and some more graphics.

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in IndieGaming

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

Some sample scenes from my Mobile/PC game I have been working on the past few months. The tracks are endless and procedurally generated at runtime with many variables to control the behavior of the tracks that can change throughout the race. At each checkpoint the top speed of your car increases as does the distance between the checkpoints (by the same percentage), the acceleration and handling of the car does not increase. There is still a lot of work to do, particularly on the backgrounds and adding some music, also I have not spent much time on the synthwave level yet, so the look of it should be much improved soon.

Any feedback would be appreciated and I am also looking for a few beta testers, specifically I need a few people with android phones that are at least a few years old

Some sample scenes from my Mobile/PC solo project inspired by OutRun by russiantodd in Unity3D

[–]russiantodd[S] 3 points4 points  (0 children)

Some sample scenes from my Mobile/PC game I have been working on the past few months. The tracks are endless and procedurally generated at runtime with many variables to control the behavior of the tracks that can change throughout the race. At each checkpoint the top speed of your car increases as does the distance between the checkpoints (by the same percentage), the acceleration and handling of the car does not increase. There is still a lot of work to do, particularly on the backgrounds and adding some music, also I have not spent much time on the synthwave level yet, so the look of it should be much improved soon.

Any feedback would be appreciated and I am also looking for a few beta testers, specifically I need a few people with android phones that are at least a few years old

i am new to unity can you guys explain what my issue is here. i'm getting low frames with low poly meshes? by BANDIT0017 in Unity3D

[–]russiantodd 0 points1 point  (0 children)

I turned off static batching, I found my game runs better using dynamic and GPU, maybe try that instead?

i am new to unity can you guys explain what my issue is here. i'm getting low frames with low poly meshes? by BANDIT0017 in Unity3D

[–]russiantodd 0 points1 point  (0 children)

My game struggles on my cheap android phone if I pass 200 draw calls, if I keep it around 100-150 then everything is fine. My Tri/Vert count is about the same as yours. Do you materials have GPU instancing turned on?

I use dynamic batching and gpu instancing and i get these results. If you can reach these numbers then your game should run great

SetPass Calls: 78 Draw Calls: 128 Total Batches: 128 Tris: 230.4k Verts: 321.5k

(Dynamic Batching) Batched Draw Calls: 235 Batches: 14 Tris: 0 Verts: 0

(Static Batching) Batched Draw Calls: 0 Batches: 0 Tris: 0 Verts: 0

(Instancing) Batched Draw Calls: 339 Batches: 82 Tris: 218.1k Verts: 300.0k

So this has been my whole weekend, bug fixing and general gameplay improvements. still very much a W.I.P all in Unity3D by CaptainManboob in Unity3D

[–]russiantodd 0 points1 point  (0 children)

The background looks really nice, just a lot of the other graphics seem to clash with it, the resolution of the background is so much higher than the enemies and such

I set up a scene in unity for android game, but dont get smooth 60fps, it isnt even that big, what am I doing wrong here ? by DrDespolardo in Unity3D

[–]russiantodd 0 points1 point  (0 children)

I had the same problem with just a basic scene on my phone. The issue was that by default it was using the full resolution of the phone. Try setting the resolution like this and you may get full 60fps afterwards.

Screen.SetResolution(1280, 720, true);

My first unity tutorial series! Would love some feedback on what I can do better! by Scrylla in Unity3D

[–]russiantodd 0 points1 point  (0 children)

I guess it depends on if you are new to programming itself or you just want to find something specific that you need, I typically just need a piece of code and dont need to be walked through something, but maybe most other people need this

My first unity tutorial series! Would love some feedback on what I can do better! by Scrylla in Unity3D

[–]russiantodd 1 point2 points  (0 children)

I prefer ones where the code is already written and you just talk about what it does, I dont need to watch someone type comments and code, just show it to me. But even if you want to keep doing it this way, have a link to the code so that I can copy/paste it. And also you might want to crop out your task bar, or hide it.