The levels are about 150 units long. If you run from end to end it takes about 50 seconds without obstacles.
Yes, I’ve painstakingly handcrafted each tile for each level… the ground, the blocks, the clouds, the background… spent hours to make sure I don’t get too much seams visible… oh what fun!
I don’t know how other developers are pricing their iPad games, but I think I would have charged a little more for the iPad version. To me, larger screen = higher quality art assets = higher price.
Believe me, I share your sentiments. Unfortunately in this case, I have reached the 1024px texture cap on the iPhone. So there’s no way (currently) to double the size… plus I’m pretty sure I’ll get performance hit even if it was possible. So I wasn’t completely feeling good of charging a higher price. It’s pretty much a straight up port, only twice the resolution. No biggie.
On the next game I’ll be paying more attention to details and performance with the iPad. I’ve been using huge polygons for the iPhone but doing the same thing with iPad is an overkill.
Thanks for the answers. When I said “Tiled”, I meant this : http://mapeditor.org/ (it’s what I use for my platformer).
So you placed all the tiles in the Unity scene editor? Wow
Will definitely buy this once it’s out here in Belgium.
W:shock:W! Is that possible?! I would really love to learn your workflow and how you integrated mapeditor with Unity. This would be very helpful for budding devs like me
I placed tiles per polygon… no mipmaps whatsoever. I know, I know, I’m such a noob. Most of the time we learn the hard way the first time around.
Thanks and all my best to Belgium! – checked out your work and love it! Keep up the great work!
Wooot! Ding! Ding! Ding! Release the confettis and balloons!!!
2nd customer right here!
We’re making history!!!
Thanks so much Lokken!
I love Super Mario growing up… I love ninjas, ever since TMNT in the late 80s … I love comics (introduced me to sexy ladies… Mmmm… She-Hulk)… and I got a sweet tooth. It wasn’t long before I thought of fusing them together
Well, I don’t want to derail your thread too much, but since you asked
The way I work for my platformer is I make the maps in Tiled, save them, and then I have a php script that scans the directory for changed files and converts them to a CSV format (smaller and faster to parse than the xml files Tiled saves). They’re also automatically copies to the right folder in my Unity project.
In Unity, I open the csv’s as TextAssets, and create the meshes from this data. I combine multiple tiles in one mesh for performance.
It was pretty complex to set up, but it works very well.
I’m pretty sure your game will kick ass! I won’t be surprised. I’ve seen a lot of impressive work here in Unity and I take them as inspirations/benchmark.
What tipped me over to Unity was zombieville… and when they released OMG! Pirates I was just blown away! It inspired me to push up the level of my work. Oh, and I love ninjas. Hehehehe. I gobble up every ninja game I lay my eyes on (or what my wallet can afford).