Unity5 Infinite progressive 2D level; WIP

In my current #indiegame development journey, i was trying to implement a infinite 2D side scrolling game. My questions are
how many sprites unity can handle ?
Is there difference between texture atlas and individual tile for 2D also ?
How to import and load Tiled map for the game ?
How to render a 3D trail render over a 2D tile set ?
and so on..
After answering all the questions now i had implemented a optimized(debatable) to load more than 650 sprites and over 4030 objects totally.
So here is my #screenshotsaturday for this week. Which bg tile set you prefer?

 I am looking for other free bg tileable tiles options too..

Started my next Indie game

Started my third #indiegame and here is image for #screenshotsaturday 

After a struggle learned a lot about the game development, business and marketing of my games. A lot of help from forums and friends made me to continue my indie game development journey to my third game. I will implement all the learning i have done in the last month in to this game. 
This will be a 2D platformer game along with some puzzles to give you some good challenge.

Unity5 WebGL Build Analysis

One more LIKE to unity for this Webgl port. Once if any animation, video and even images are flash in a website. As internet developed more new and better tools evolved like ajax, css3, html5, js, jquery... and as a game developer i see webgl as major development.
Plugin free game running in browser. This is one of the major feature which will game to reach a lot of people.
I had tried earlier webgl when introduced in a Linux environment with chromiu, then with three.js, now with unity 5.

Now I planned to port my Android game ZnopChains to webgl and publish the game online.
Upgraded the unity4 project to unity5, removed plugins like Unity Ads, Google play Achiments and Highscore, Soomla from the code. And fixed all errors because of this code removals.


Build SettingWebBuildSlow(fast builds)Fastest(very slow builds)
Resolution900 x 600900 x 600900 x 600
Publishing setting


WebGL Memorysize
256256
Enable ExceptionsYesNoneNone
Data Caching
offoff
WebGl Template
MinimalMinimal








Result


TimeLess timeMore compared to webuildMore compared to slow(fast builds)
Time2.3mb144mb49.5mb




Files createdindex.htmlCompressed\fileloader.jsgzCompressed\fileloader.jsgz

ZnopChains.unity3dCompressed\Html5.datagzCompressed\Html5_Fastest.datagz


Compressed\Html5.html.memgzCompressed\Html5_Fastest.html.memgz


Compressed\Html5.jsgzCompressed\Html5_Fastest.jsgz


Compressed\UnityConfig.jsgzCompressed\UnityConfig.jsgz


Release\fileloader.jsRelease\fileloader.js


Release\Html5.dataRelease\Html5_Fastest.data


Release\Html5.html.memRelease\Html5_Fastest.html.mem


Release\Html5.jsRelease\Html5_Fastest.js


Release\UnityConfig.jsRelease\UnityConfig.js


.htaccess.htaccess


index.htmlindex.html






FYI the above is not development builds.. 

These are the main files reason for the size reduction
Compressed\Html5_Fastest.jsgz
Release\Html5_Fastest.js

For Android out APK Size = 20mb


Image ref
Left side Web build vs Webgl build at rightside



Supports : Desktop versions of Firefox and Chrome
Not supported:(from unity site)
  •     Runtime generation of Substance textures
  •     MovieTextures
  •     Networking other then WWW class
  •     Support for WebCam and Microphone access
  •     Most of the non-basic audio features (anything beyond basic positional playback of audio is not supported).
  •     Script debugging
  •     Threads    Any .NET features requiring dynamic code generation (just as on other AOT platforms like iOS)
  •     Runtime GI
Tip : work with "Slow(fast builds)"  and release with "Fastest(very slow builds)"


Upcoming more on webgl and unity5 topics like how to publish a unity webgl game online, how to run unity5 build on chrome...

LDJAM Experience

First of all thanks to the guys who had made this #LDJAM 32 http://ludumdare.com/compo/ possible.

Six hours before start i am lying in bed going to sleep just doing the fb, suddenly i saw the post 6hrs to go for the JAM. I had nothing installed in my system and not ready since added new HDD, the OS is fresh. First thing created account with the ludumdare.com and analysed what tools and game engine i am going to use and went to sleep.
Woke up 30 minutes before and started downloading, installing and setup everything from unity5, obs, ffsplit, MagicaVoxel, inkscape, to updating graphics drivers. And creating a/c in twitch and other sites for video streaming. But nothing worked and after 1 hour of struggle figured out my bandwidth is the issue (only 1 mbps ).

I felt too much pressure as i did this alone. Had to drop some game play mechanics and had to go with simple and quickly created arts doing all this missing compo deadline hurt me a lot.

Lot of good people in irc helping each other for the gaming community. I will play as many possible JAM games and give my feedback.

From my experience this time is for a successful JAM you have to make quick decisions and proper understanding of yourself. Drop a feature, have a feature if time permits, spending some time on Game design.

Though not happy with the output after 72hrs, i have learnt a lot since this is my first experience. To say it simple i am returning to normal world now only, with all my clothes to wash and clean the house and throw out the pizza boxes and food parcels..

Will be back with more power for the next time.. ;-)
Catch you guys later via @paruthidotexe,   http://paruthidotexe.blogspot.in

LDJAM_Final e=i formulae game


Could have done way better yep a lot learned from my first gaming jam. From how to plan, how to execute each step and a lot more from the chat with the ppl from there.Anyhow i decided to work on this game more and see how it goes..