I started to use unity two month ago. I think it’s a great tool and I love it. I used in the past to build 2D mini-games with flash and 3D games with some other 3D game editor working on Windows OS. I’m a 3D / 2D graphist and I decided to learn Unity and Java script because of the many possibilities it provides. Many thanks to all of you and the community. I learn a lot by reading your comments and examples you all give. It’s great.
I would like to introduce to you a little game I’m working on. It’s a pinball game. It’s my “little baby”. It’s called “Bizarre Pinball”. Bizarre Pinball means “Strange”,“Weird” in French. I’m trying to build a strange world because i don’t want to make a classic pinball game like i see on many you tube examples or pinball game trailers. I don’t say that these are bad games, but i want to make an original and funny little game with my touch, the “Salem Games” touch. Salem Games is the name of my studio development, my house.(the web site is not finished yet)
This game is designed to run on Android tactile device first. I use Unity free version.
At this time i’m working on optimization. And there is still, a lot, a lot of work to do…….
Here’s a screen shot of the main level. The scene take place in a drugstore. A “bizarre” drugstore ?
Be carrefull of the Copter toy and his deadly rockets !!
The next week i will continue to work on optimization and some new 3D assets environnement. There is no levels is this game but sometimes the environnement will change.
Nice effort on building that pinball. I’m itching to build my own. But I’m developing another game right now on my spare time so…
I liked the visual style of your pinball as the Bizarre theme. Looks really different. One tip though: Bizarre means almost the same thing in almost any language over the planet.
From the top of my head I can say two things:
-Improve the text GUI showing balls and score. Try to embed it into the machine. Like a little LCD.
-Don’t you have an alpha version to play? I would like to!
thank you for your support. At this time, i don’t know what I’m going to do. Maybe I will make a browser version with only the main level for testing ? I’m thinking about it.
Your totally right for the idea to improve the gui. This a part I must work on. Few weeks ago i included some font downloaded from dafont. All was fine in my game view on Unity, but when i tried to export it on the phone, the game freezed on a black screen. Finally after hours of research and test ( I was like crazy. ), I found that this was the font I downloaded which caused this bug.
I will post some news to show the development of the game, and maybe a short video to show how it runs on my phone.
See you
“(°-°)”
It’s really good looking! All the animations and effects really improve the experience.
How will the level change trough gameplay?
About the font problem, I think some font formats are not supported by the devices and/or you have to import the font with some extra sneaky step. For iOS for example I remember I had to add the font name at the project .plist to make it work. And the whole process is buggy, working sometimes and sometimes don’t.
Ok the problem for the font is fixed.
I’ve reimported it, assigned the right material. All works fine.
I’ve noticed a strange behaviour in Unity. When a 3D mesh text is selected in the scene view the game doesn’t start when you press the “play” button. it’s like a bug. I must deselect it to make things work. …(O.o)’ (i work with unity free and a licence for android)
The number of life appears just when you loose a ball. I decided to hide it the rest of time. It reduces the number of “draw calls”.
i can’t say for now if there will be a web demo. If “yes” it will be only the main level because i don’t want to make a free game for now. In fact there is one main level with 3 kinds of bonus :
the fruit
the coin
and the pumpkins
I’m working on the last one today. It will take a week I think.
modeling 3D assets for the environnement
texturing
scripting behaviours
But after all of that…there’s still much a lot of work to do :
working on the menu system
making an intro (splash logo, introduction scene)
and after all for the pleasure make some music (i think 4 tracks)
Just a heads up, the reason your original font looked so rough was because you needed to up the font size and then scale it down. If the font size is too small it gets all fuzzy, too large and it cuts into the system’s resources. Then scaling changes the size on the screen.
Does that make sense?
From the looks of your current font, I’d consider moving it up two font sizes to clear it up a little more.
Also, Dafont is a great site, but just make sure that the font that you are using is indeed public domain. It should say so in the read me. If there is no read me, chances are it’s stolen and reposted. That can come back to bite you on the ass.
Thank you for your advices.
Well I think I understood what you mean for the font. I’m going to try your solution ans check if it’s public domain. I wasn’t aware about this kind of problems concerning fonts.
Hi everybody, here’s a little update of this thread.
The work is going on. I’m finishing the last bonus stage “Ocean bonus”. I’ve choosen to make a pixel art’ style for the playfield and use vertex paint for the models :