My classic shooter game has been rejected by wooglie.com any one have the same experience as I had?
Did they give a reason?
Is it this game…
I hope it’s not that one, it’s unplayable…
It is that one, I been trying so many times in my own computer it works fine and I were using codes that as before I did and had being shown to the public before! It is playable just after their loading it into their “In Development” site then it’s not displaying what it has in my Computer!
I had been ask more than twice for let me know why are the reason from the game but the no answer in accordance, so AbsoluteBreeze you would reckon how should that be?
If what your seeing on your computer is different to what is on their site - then perhaps you need to find out why before submitting it as a final version. Otherwise Wooglie will of course reject it.
It appears that you more beta testing, fixes and optimisations to make it web ready.
You can upload it here for now:
The graphics need an overhaul. The filesize seems abit too large for what its doing.
This game had published successfully before and happened that I just update it with the same codes as before and I only tried to increase the AI attack rate and looks more provokative, lower screen height and a problem is they did not answer my question as what is happening to the file I uploaded… Then they answered me before that the file limits are 18mb so the file I uploaded are just 13mb so that shouldn’t be a burden for rejection… I just compiled it with the web player from unity apart of that I do not know what should I do more but that should be suffice because since I published it before as same method and if they require more they shall let me know…
Oh God it’s been 1 week + I lost so many clicks( 200 clicks ) from this time some one HELP! (T_T)?
Ok, let me preface this by saying I have not submitted to Wooglie before, but that said…
I hit the link above, and I did have some GUI interaction issues. The gameplay was working (at least for me). If the issue is delployment size, then I’d say have a look at your compressed size, if all is well then simply re-submit.
I would step through your menu screens, ideally have someone who’s never seen it do it and give you feedback.
One question, what are you using to test your game? I used Firefox 3.6.10 on a Dell M6400 (with relatively good desktop replacement specs on a laptop purchased this year). Perhaps you need to check for the Wooglie minimum specs and test with that configuration (you can run Unity dev tool so I’m assuming you have a beefer machine than the average web user).
Hope this helps,
Galen
I am using Asus notebook AMDx2 QL64, ATI HD4570, 4GB ddr2-800, Google crome browser to play and tested my game that are my main browser… I had resubmitted my game again just hopefully if they are having problem with it then they should at least pointing out about it to me I no Alice…(=.=)
At the very least, you should test with IE (ideally firefox as well) in addition to your Chrome.
Oh, and you have WAY more RAM, CPU and graphics power than the average web user. I’ve had Unity builds blow older machines away, that worked fine on mine… (that was on Unity v2). Get a tester with a integrated graphics card (at least) to try it in IE.
Couple of years ago, my first game demo hammered a friends PC into the ground, and he was a graphics artist… (I really , really abused the poly count, draw calls and graphics fill rate hehe
)
Hope this helps,
Galen
hahaha “hammered” your pal’s comp, what a great laughter. I just played my game with IE works fine thought so if they really rejecting me again what can I do since I am losing my clicks if they still don’t answer me why then who can I ask for help?
If my imagination is my only limits then Unity made a great companion for me to make games and Unity are my only survival source now in term of income ( life support ) and resource and career…![]()
Why is your file size so large?
That’s a really good question… your build shouldn’t be that large, especially for a retro game like that. I just built a web version of a very non-optomized game, and it dropped 7Mb uncompressed.
Something seems a miss with your build output.
I’m new here, so if I’m telling you something you already know, I apologise, I discovered this by accident myself, after a build if you go to your Console, then click on Open Editor Log, scroll to the bottom of it and you get an awesome breakdown of how much space things are using, I noticed that my textures were using up about 60% of my file size, so I adjusted the import settings on them, and the filesize dropped on the next build ![]()
I were using pure 3D files which exported from my 3DPackage with *.FBX. Since it’s under 18mb I don’t borther to reduce its’ polygon count so I leave it uncompress so that is why they don’t agree to release it?
But again thanks for the cares please let me know if I could get a help on this…
The do not agree to release it because it is bloated and not optimised for the web.
Both LamentConfig and aiursrage2k have offered excellent advice.
A 2D top down shooter is unlikely to need 18mb FBX sprites… they will just cause it to bloat.
But again why couldn’t they just talk to me? I also been thinking if the version 2 of my game could just loaded with wooglie.com with online merchandise such as micro transaction type but would use up more space and then they didn’t even communicate with me so how I archive success with them are they obviously care about this??? q=.=p
Its not about space - its about optimisation and making your game ready for the web. In the current state - it is not ready.
@bsvalve - couple of things to note, one you really should optimize, you may not be seeing any problems, but I promise many many internet users will, especially things like high poly counts in a fast action game like yours. Remember, you have a full graphics card and 4 Gb of RAM which can carry a heavy load, most will have less than 2 Gb (probably 1 Gb) and an integrated graphics card (which impacts CPU and bus).
The other thing is your expectation of Wooglie, I don’t know them specifically, but most game portals have 100x more submissions than they can process. Just getting acknowledgement of your game submission can take months (if at all in some cases). I doubt they have the staff or tools in place to provide feedback (heck Apple is still working on their feedback for iOS devs). Yes, it would be much better if you were given some indication as to why they rejected you, but then … HEY! you don’t need to stumble around in the dark, you have this community to give you some pointers (in the absence of actual game portal feedback) ![]()
I think this sums up my thoughts on game portals:
http://www.convolutioninc.com/index.php/indie-life-menuitem/58-indielife-article-122208
Cheers,
Galen