For fun and for experience, I’m expanding the Marble tutorial into a full game. The second demo can be played here.
It’s got 3 levels, death, floating bricks, a reversed timer (for setting records later on), and a skybox (just the tropical one. I’ll make a custom one later). The graphics are nothing special, but they’re okay. Have some fun!
maybe have a blob shadow projected underneath them so you can tell where they are in relation to your ball a bit easier.
they should move alot faster slow down as they reach their stopping points (lerp?), i didn’t have the patience to make it to level 3 because it took too long for them to come back to me!
Alright, good suggestions. And yeah, I’m compressing textures. I don’t know what the size is about. Would the sound in Level 2 (wave format) make it bigger? Maybe MP3 would be better…
If you launch Console and look at the console.log, it will tell you what percentage is going to texures, meshes, sounds, etc. And yeah, MP3 will get you a lot more compression.
Some random unsolicited opinions for improvement: judging from a couple of minor graphical glitches, it looks like the levels are built out of a bunch of individual blocks. Ideally you’d want to combine them all into 1 mesh per level for performance reasons (plus it would get rid of the slight flickering you get when you have two surfaces overlapping exactly). Definitely blob shadows…I’d put 'em on everything (there aren’t that many objects). I seemed to have some difficulty getting the marble to jump sometimes…bug? Probably a more shallow “pit” area at the beginning of level 2…if you miss the block, it takes forever (in game time ) to wait for it to go up and come back down again. I think a Marble Madness type of control scheme would be more fun and manageable. Is it supposed to be underwater? It looks like a caustic lighting effect on the levels…having that be animated would be cool and sell the effect a lot more (see the underwater stuff in Gooball for example…).
Actually it won’t. The Unity player does not support mp3s so if you add an mp3 file to a project it will get stored as raw uncompressed pcm data in the published player.
If you want to use compressed audio, compress it as ogg vorbis instead. That is supported by the player and will be stored compressed in the player data.
Not entirely sure. Not having to worry about a possible Fraunhofer infringement in the player is of course a bonus… but I think it was mostly just because Ogg playback got implemented first.