Three Melons is pleased to announce that our first Unity game, Tennis Stars Cup, was published today @ Shockwave.com
You may remember this game in an early stage as a Top DOG contest finalist. We’ve come a long way since then, and we’re very proud of the resulting product.
Seems like most of the background graphics were missing when I played. A lot of things in the menus were unexplained without the background. Also, I found it too hard. I never won the first championship match… I don’t think I was doing anything wrong, but it was just too hard. I think the first match should be easy. Also, I think the super fire ball power should be blockable, but just harder to block. I never got it but the computer got it all the time and it was frustrating.
Definitely! I had fun using my trackpad for the tutorial, but that’s not an ideal controller for fast-paced games, and I hate mice so much that I wasn’t enticed to play anymore after that. Please see what you can do about that tablet situation.
Hi guys. Thanks for your comments.
I was lead developer and designer for Tennis Stars Cup. It was extremely fun to make and a great way to learn Unity. I like the resulting product, even if it’s not 100% what I’d envisioned.
That sounds odd, you’re the first one to have those issues. Could you give more details? Does it happen every time? Could you take screenshots?
I agree with this, to a degree. One of the points I couldn’t quite bring to a good balance (as usual, due to lack of time) is that of ease of play vs. depth of control. In the end I think I leaned towards the latter, but just because I think I’d lost perspective of what it’d feel to play the game for the first time. That’s one of the most valuable learnings I take from this project: the need to have test players all along the development cycle, and stay focused on the target player the game aims for.
Still, I think the game is really fun once you get past that initial bump that we failed to fully minimize.
Yes, it’s doable. In fact, we initially had it in mind to make it Multiplayer, and even got an early version working over the net. The bandwith seemed to be under control, even, if we kept communication at a minimum. For the Shockwave release we stopped development on the Multiplayer, since they wouldn’t provide that funcionality (until they have their own Unity compatible MP system).
Thanks you all for your comments, I really appreciate both praise and criticisms, keep them coming!
Do me a favor and don’t release anything this fun again during exam week.
I really enjoyed it. Everything in the game was very well done. Congratulations!
Congrats on the release! I have an /etc/hosts file on this machine that prevents me from playing Shockwave games (and seeing ads) but I’ll give it a try soon!
I hope you have luck getting people to install the Unity plugin.
I expect the other Unity Shockwave games have resulted in lots o’ webplayer installs already. I thought the controls were excellent and had a very good feel; it seemed like probably a fair amount of time was spent getting that right. For some reason I didn’t really have any trouble with the difficulty; I was able to win more often than not right off the bat (if you’ll pardon the mixed metaphor). The only reason I didn’t play more is because I’m not really into tennis much, but that’s my problem.
Attractive and very polished. I found the controls a bit problematic, but nothing terrible – I wonder if it’s a size of screen to size of game area issue.
Yes it happens every time. Also when I came back and played again it was easier and I got to the second round of championship. Then it got way too hard again and it felt like I had been nerfed but the enemy was still the same, which kind of bugged me. But other than that great game, its really fun! here are screenshots: