I read about size problem for your cat in space game, so how big is this on a mobile device then?
Can i exchange the ui easy with ngui?
Can i use 3D objects instead of 2D graphics?
Are these 2D graphics unitys new 2D things with its own collision and such or just 2D planes with a texture?
How many drawcalls do this game have and how many fps on a mid modern mobile device?
Hello there. In fact , I had a memory problem with my game but it was because I was using very large uncompressed sprites. But I was able to fix it by reducing their size, maximum size and change few things in their import settings to reduce memory use. So you shouldn’t worry about that right now.
Changing the current UI with NGUI depends on your programming skills. I was thinking about supporting NGUI but since Unity 4.6 (with the new GUI system) is coming out soon, I preferred not to.
If you are going to use 3D objects with 2D elements (Rigidbody2D, Collider2D), then this shouldn’t be a problem.
Yes all the 2D graphics and the script is using Unity’s new 2D features including collisions and rigid bodies.
Performance is nothing to worry about if your assets (specially sprites/textures) are optimized. Here take a look at this: http://docs.unity3d.com/Manual/MobileOptimisation.html The game runs smoothly on my Samsung Galaxy Young GT6312 (I guess it’s a mid modern mobile device?). I’ll check the number of draw calls and FPS and post it here.
I tried to find it in the docs or by playing the demo but must have missed it.
How can i choose and activate a bonus that i bought in the shop in a game that i play right now?
Actually bonus/power-ups aren’t working that way currently. After you create from the inspector, they will spawn randomly in the game (based on some values that you set in the inspector as well). And when the player collect the bonus/power-up (just like collecting coins), it will be enabled.
In the game’s shop, specifically in the power-ups section. You will notice that in front of each power-up there’s something like this: (1/5) or (3/4). This means that power-ups have levels and they are upgradable, you can easily set the maximum level of each power-up and the price of the upgrade. And in each upgrade, the power-up/bonus will last longer when collected.
What I have said includes the magnet, shield, double and nitro power-ups. But the head start power-up is the only exception here. At the start of each game, a small box appears on the top center of the screen containing the head start icon. If the player clicks on it, he will be charged an amount of coins set by you and the head start power-up will be activated right away. That box containing the power-up’s icon remains on the player’s screen for an amount of time that you choose as well. Please note that box will only appear if the player has the required amount of coins to use it or the player has earned free head start points from the daily challenge. Here’s a screenshot:
However, I’m planning to improve the power-ups/bonus system so that it will include power-ups that spawn in the game and that the player has to collect them in order to enable them or power-ups that you simply buy from the shop and activate them at the beginning of each game (head start, double coins, etc…) and if you’d like to, you can have a combination of both.
Hello there. That issue has been reported and fixed. I’m submitting the update today. Please PM me your e-mail so that I can inform when the update I available on the asset store.
Hi i just bought your asset but it still is 1.01.
I wish i had an option for a second background so i could have one far away start and one a little nearer star or one nebula layer.
I noticed that i get a purple model when i collect the speedup bonus but i know, it is 1.01.
You get that purple effect because the particle effects weren’t included in 1.01 but that is fixed in 1.02. About the background issue, you can have as much backgrounds as you want and you can set for each one a different speed.
I have submitted the update more than one week ago and it’s still pending review. I e-mailed their support team today and I hope that it will available soon.
i have some questions and the first is, how can set the price for each rocket alone. I want that because it makes no sense to buy a not so good rocket when i get the best for the same price.
It also would be nice if i can have a speed variable for each ship so i can make the better ships a little slower so the player have more time for stearing.
Also i would like to have the option to choose the price for each step of the bonus prices. I see that i can choose already how many steps i want what is good.
When i fly over the x2 bonus i can see that for some time i get x2 the the points only by the sign next to my points but the points seemed to be the same. At the end then i get more points but i can se exactly from where i get the points and can not count them because it is to fast. Do i get the points only doubled for a short amount of time in that moment or at the end of the game. Could this be made better, more understandable, more comprehensible.
Also i would like to have it so that the programm knows when i have already the x2 bonus and offers me then a x4 point bonus and also show me that in the sign next to the points. Or, as long as i have the x2 bonus there should not be another one of the x2 bonus.
I think i do not understand the head start right.
When do the head start happen and how can i activate it?
I played the game so often now and maybe looked to much to other things but the head start never came in front to me so i can remember it.
I like your asset a lot and start to learn and work from and with it.
I hope for a simple solution for the rocket price question here so i do not have to wait for long for an update.
Maybe you can post here what i have to change in what script to make it work and make later a bigger update if you like.
Actually, you can set a price for each character (rockets in the case of the demo scene) by changing the price variable from the inspector. Take a look at the documentation, I’m pretty I explained that.
You can change the speed of moving up and down for each object just by changing the “UpSmooth” and “DownSmooth” variables in the movement script. I also explained that in the “Creating Characters” section of the documentation.
The X2/Double bonus will simply double your collected stars from the moment you picked it up in the game till few seconds after that. You can collect another double bonus while one is already active and this will simply reload the time that this bonus has effect. Your suggestion for this bonus and having the ability to choose price for each bonus is pretty good. I will totally add that in the next update along with other improvements for the power-UPS system.
As for the head start, the system simply checks if you have the required amount of your virtual currency (this amount is chosen by you of course from the inspector) in the beginning of each game. If you do, a button containing the head start icon and its price will appear in the beginning of the game from an amount of time chosen by you ad always and if the player clicks on it he will be boosted for some time destroying all the obstacles in the way just like the nitro bonus. The head start is also upgradable to last longer like the rest of the power-UPS.
I’m really glad that you like the asset and that you find it useful. I hope I can upload the next update mainly to improve power-UPS soon. If you still have problems with setting your character’s prices, please let me know.
Huh, then i have to read the documentation better. I am sorry if this is already answered all in the doc. I have at the moment for some weeks a problem with my right eye called “RCS” in germany, so i can not see things good on that side and it is hard to concentrate. That maybe is the reason i do not remember that i should have known this.
Thank you for taking the time again.
No problem buddy, I had something similar in the beginning of this year with my right eye as well. Hope you get better soon. I will copy and paste the parts of the documentation that answer your questions if you want me to.
I’ve been very busy lately and hadn’t enough time to make the power-ups update. But I’m back now and the update will be submitted in one or two days as I have to update the documentation first and make sure that everything works correctly.
There will be two types of power-ups, spawn-able power-ups and consumable ones.
Spawn-able power-ups: same ones that the kit already had when it was released on the asset store. They are spawned as objects in the game level and activated when they are collected like coins. These power-ups are up-gradable to last longer.
Consumable power-ups: They appear as buttons at the bottom of the screen when the game starts. They are activated when the player clicks on them. You can choose to make each power-up button to stay on the screen the whole time or just a specific amount of time. These power-ups will only appear on your screen if you go to the power-ups shop and purchase them. You can buy as much as you want but you can only use one per game.
Both of these two types of power-ups are customizable, you pick their name, the icon, the price, make it last the whole game or a specific amount of time, the description on the shop, the game object for spawn-able ones and you now have more control over their effect: One power-up can have multiple effects and you can now choose the score/coins multiplier that speed and coin double power-ups will give.
Here’s a screenshot of the power-up inspector view:
Here are more screenshots from the power-ups shop and game: