For those more experienced, I will grant that it does provide a unique challenge, and for that reason I was almost somewhat conflicted. For those of us that are relatively new to the game-design scene, the theme is asking us to throw out any convention of design that we may have relied upon to make a game that is not a complete flop. The theme for 41 was “combine two incompatible genres.” I know a lot of people had differing opinions on this, but it is mine that it is the worst theme yet. My struggle for this Ludum Dare originated at the outset of the theme announcement. I may continue working on the game in the future, but I am particularly averse to the theme and not satisfied with the idea that I was able to come up with. This was, unfortunately, my expectation for this one. Unfortunately, my Ludum Dare 41 project, a “turn-based AI battle-royale game” called “Turn-by-Turn Deathmatch” was not finished when the 72-hour deadline hit. I believe I’ve finally recovered from the mayhem and come through the better in the end. Going to lan party like every year and have some fun playing games instead of trying to make them.Ludum Dare 41 came to an end just a little more than a week ago. So in the end it seems that flash in a flash is more of betatesting/hoping and praying coding compo then game compo. ![]() So no fancy 3d gameplay? I thought about going back to another idea and doing mostly 2d game, but if you want to make 2d games, working directly in a flash is better idea then hacking unity to do it too.Īnyway I have my doubts about usefulness of flash export at all - flash is slowly declining after Steve Jobs said it's bad (one of the few things I ever agreed with him), unity web plugin has quite big penetration and it's rising (and whatever you do in unity, it will run much better / faster in unity web then in flash since action script was never fast and never will be). And debugging using debug.log (which is usually only way to do some debugging in unity thanks to great stability of monodevelop) is even slower then normal because you have to wait for a long time for flash build. I found out that after few spawns (using Instantiate from prefab) flash build hangs with just red "Null pointer!" written in the corner.įew more attempts to play with other stuff showed similar results. after I made a VERY simple script which just spawns more char controllers on mouse click. I've made few attempts to find out if I could maybe fix this. my guess is they debugged and fixed flash export just enough so angrybotz work. Strangely Angrybots (unity showcase/demo project) works even with (i think) char controllers. Seems physx rewritten in action script is not very stable beast. Extremely simple scene (few boxes), few char colliders means few seconds of existence. Having more then one in a very simple scene will kill framerate (like totally) usually in few seconds. but it hangs after few seconds.Īfter some tests and attempts to start directly on a prototype for "A different shade of gray" (my favorite brainstorm child for compo) I found out that character controllers are the culprit. I ripped offending pieces from code and recompiled. A lot of stuff doesn't even compile (I was afraid that reflection wouldn't work, but some stuff from generic collection is missing too (Queue doesn't exist at all, for some strange reason Dictionary doesn't have Count defined.). ![]() and found out that flash export isn't going to be easy at all. After sorting through few quite good ideas (which I thought I have chance to put together in two weeks and which could make pretty good and/or interesting game in the end) I fired up Unity and started checking the flash export.Īt first I tried to export TMDR I made last week for Ludum Dare. I immediately thought, hey, them 20k dollarz would be nize! So I downloaded new 3.5 preview of Unity and started brainstorming. Thanks to some guy on Ludum Dare I found out about Unity Flash in a Flash contest.
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