Downloaded. Will check it out later.
Hi guys. Some of you may remember this from the Ludum Dare thread almost a year ago.
My partner and I have just released our first mobile game, Tornado Time for iOS and Android.
Full Imgur Album
We made it in Unity over the course of six months (half full time, half part time).
iOS version is free to download, comes with first level unlocked and three other levels that can be purchased via IAP (one time unlocking fee, no other costs).
There's two Android versions, one full and one free (just the first level).
We recommend iPad 2 or better, iPhone 4S or better (will run alright on 4, will run like shit on 3GS). Android is recommended Android 4.2 or better (tested on Nexus 7 and AT&T based Galaxy S3).
Any questions, comments, either game, Unity or mobile development related, please ask in thread or PM.
Congrats. I will have to check it out. I myself am starting out android development, and am being lured by Unity and the ability to publish multiplatform and ease of use. So do you have to pay any royalties, or did you make this with the free Unity license? And from what I understand, unless you make over 100k in a year, you can use it for free, is that true? Oh and what language is best to use for this? I have been learning Java heavily, but don't know any C# or C++. I would like to develop for Android and ios together.
Last edited by Stave; 03-14-2014 at 05:23 AM.
Unity doesn't require royalties, no matter what version you use. You might be thinking on Unreal Engine which does have something similar to what you described.
I'm no expert, as I mentioned, this is my first time doing a mobile app. But generally iOS requires Objective C (which is Apple's own take on adding objects to C) while Android requires Java. So, unless you want to do the same work twice in both languages, you probably need to find a middleware that'll do the work for you so that it only needs to be written in one language. I can't really comment on alternatives, as I've been a Unity user for about 3-3.5 years.
What do you want to make? An app that fetches json based weather data will be quite different than making a 3D game, for instance. There's tons of theories and arguments about the "right way" but from my own experience, I figured out what I wanted to do, then found a road (or often several broken tangential roads) that got me to my destination.
Last edited by LennyLenard; 03-14-2014 at 02:39 PM.
I'm sure I will find out all this stuff as I delve more into it. I just don't want to start learning a bunch of other languages yet, until I become more comfortable in one, and I am knee-deep in Java right now. Trying to learn multiple languages at once in the past just led to failure for me. My biggest concern is I don't want to waste a ton of time learning one language and then finding out I should have learned another instead. I understand your road theory, seems like there is a lot of that. Many roads to take but the question is which one. I suppose all will lead me to programming apps in the end.
Anyways, sorry to bombard your announcement thread with programming questions. Going to download and try your game out here when I get a break at work later.
Don't worry about it, this isn't exactly a prime promotional spot (far better places to do so), just wanted to share my excitement about the release. And I love talking development.
Unity recently released a 2D version which has made it a good (or better? than previously) choice for platforming or other 2D games. Haven't used it much myself, but I've seen tons of tutorials and walk-throughs popping up (and tons of Flappy Bird clones showing up on Unity's forums that are using it). You might also want to consider, and I don't have any names at hand, looking for a HTML5 framework as those tend to be fairly easy to get into. I also believe GameMaker supports a variety of platforms, including Android and iOS. So there's always options.
The thing that most people don't talk about, and I'm not sure why not (I guess because it's just assumed), is the cost. To get up and running for iOS development you need to pay a $100/yr license, plus have a computer running OS X to run their XCode IDE. Android is $25/yr license, and could be compiled on any platform I believe. So you need to decide how important it is for hitting both, especially if you're just starting up and have never done anything like it before.
Downloaded for the iOS. Bought the Area 52 level and its fun. Both levels are well done. Minor complaint/bug When doing the Area 52 level once I complete I get the extra points for achievements/ secrets but I don't see what they are. Besides that its a fun little game.
Glad you enjoyed it. What device are you running? There was a problem with version 1.0 (was released on the 6th I believe) on the iPhone 4 that caused the end of round points not to show, but that should be fixed with v1.0.1 from yesterday.
Last edited by LennyLenard; 03-15-2014 at 01:00 AM.
Running it on an Ipad 2. ver 1.0.1.
edit. updating my ipad to iOS 7.1. That might be an issue. I'll let you know.
Pretty cool. Downloaded on my Nexus 7 tablet and my gf's 10-year-old son's Samsung Galaxy Light. Works great on both, no issues whatsoever. He really likes it.
I got 350k on the first level but then he destroyed me with over 600k.
Cool stuff Lenny congrats on the game. Wish I had the motivation to work on something like this. I have a really neat game design concept but it's scale is a bit to much for me to bite off at the moment. Kind of a mixture between Plague Inc. and Starcraft.
That sounds cool just from the "x + y" concept. You should pursue it if you can, even if it's one hour a week, it'll be more likely to get done (or far enough to see if it'll work) than never working on it.
Downloading on my Note 3 now. Check it out soon.
Entity Size Restrictions for Unity Free
Unity Free, which include the free platform add-on products, may not be licensed or used by a commercial entity with annual gross revenues (based on prior fiscal year) in excess of US$100,000, or by an educational, academic, non-profit or government entity with a total annual budget for the entire entity (based on prior fiscal year) in excess of US$100,000.
So, I do suppose if you make a game with the free version, it is does well (or you are part of a group that makes $100k+/yr), you may be on the hook to pay for the pro licenses. But it's not royalty based.
Haha I remember the ludum dare version of this! With Cheney and all, loved it!
My crappy old iphone can't run anything anymore or I'd grab it, but looks like you really made it snazzy
The "difficult to master" idea comes from you can, at any point, take control and become to commander of any zone. That is where the Starcraft comes in. Each zone is basically a self contained Starcraft match. So if you see you set yourself to Defensive and you scroll over the map and see your opponent built command centers at every resource patch you can just click in, build some units and go attack his stuff. The game would be a fast paced RTS like SC. But you won't want to sit in one zone too long. Lets say there are 50 zones per globe. So you can obsess over winning an individual zone but it would be smarter to perform some hands-on actions in one zone, exit to let AI take over and jump to another zone to get hands-on.
I think it sounds like it would be fun because it has an accessible way of playing by focusing more on macro management and the skill tree and rarely taking command. Or if you can play at 500 APM and evaluate situations quickly you can keep jumping in and out of zones.
Way too much work for me to really start on and I don't know the first thing about using Unity or any other off-the-shelf game development project.
Downloaded and rated. Simple concept, but the aesthetics are polished and the interaction feels really good. Any further development plans with this?
1) We want to keep things at a cartoon violence level, so no people or anything too mean (hospitals, orphanages or puppy factories)
2) Has to be an interesting/fun theme and setting
3) Objects have to be large enough, but not too big
4) Scenes need to be interesting, but not too complex or too large (for both gameplay and technical reasons)
We're always open to suggestions.
free developer accounts, Win 8 Pro OS keys and devices. But we're trying to stay as lean and efficient as possible.
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