sunnuntai 13. maaliskuuta 2016
Optimizing Part II
After playing around with Decimator a bit I realized that it can only be used for the characters created in Fuse. So the polygon count of all the buildings and vehicles I have can't be reduced with Decimator. I continued to the search and found Simpligon from the asset store. I have tried it out a bit and it actually gives better results than Decimator.
maanantai 15. helmikuuta 2016
Optimizing
First level of the game s done and second is ready for testing. One of the aplha testers mentioned that when screen gets busy the screen start to slow down a bit. I have not done any optimizations on the characters so I started to investigate what to do to reduce the polygon count in my enemies and main character.
Luckily for me Mixamo has a solution in place already. They have a tool called Decimator that is available as a preview so I tried it out. The tools is just a webpage where you upload your model (I guess model has to be made with Fuse) and set what is your target polygon count in %. So if I want to reduce the polygon count by 90% I set 10% to a textbox and press go. Recommended settings are 20-80% reduction.
It turned out that I could take away 90% of the polygons and the characters were still looking good in the game. Testing on mobiles shows how much it helped in the end, but it should be big difference in the game experience too. Let's see what the alpha test team thinks.
Luckily for me Mixamo has a solution in place already. They have a tool called Decimator that is available as a preview so I tried it out. The tools is just a webpage where you upload your model (I guess model has to be made with Fuse) and set what is your target polygon count in %. So if I want to reduce the polygon count by 90% I set 10% to a textbox and press go. Recommended settings are 20-80% reduction.
It turned out that I could take away 90% of the polygons and the characters were still looking good in the game. Testing on mobiles shows how much it helped in the end, but it should be big difference in the game experience too. Let's see what the alpha test team thinks.
maanantai 1. helmikuuta 2016
Game from Zero to Finish in Six Weeks
I started to create a Commando/Rambo style game for Android right after I came back from my holiday in Finland. It's been a while I have worked with Unity and it felt like a good time to get back on working with that tool. So I downloaded Unity5.3 and started to develop.
I wanted to make the game as fast as possible and therefore I can't do all models and graphics on my own. I wanted to use as much free assets as possible and then create the main character and enemies myself. I also did some research to find some shortcuts for animation and character creation and ran into Fuse. That tool is currently owned by Adobe and as a Photoshop subscriber I could use Fuse for free. Huge saving in time when creating characters and animation. Highly recommended.
Game has now been under development for four weeks and the first mission is now available for alpha testers. I'm positive that I'll be able to make in six weeks and then all of you have a change to try it out.
I wanted to make the game as fast as possible and therefore I can't do all models and graphics on my own. I wanted to use as much free assets as possible and then create the main character and enemies myself. I also did some research to find some shortcuts for animation and character creation and ran into Fuse. That tool is currently owned by Adobe and as a Photoshop subscriber I could use Fuse for free. Huge saving in time when creating characters and animation. Highly recommended.
Game has now been under development for four weeks and the first mission is now available for alpha testers. I'm positive that I'll be able to make in six weeks and then all of you have a change to try it out.
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