edited 3×, last 26.03.21 08:22:45 am
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CS2D General CS2D Mobile Dev. Blog - CommentsCS2D Mobile Dev. Blog - Comments
32 repliesWhether believe it or not It's not gonna be successful.
SQ has written
At that time I was trying to reach 60 fps slowest device I can lay my hands on.
I think that it's not so smart to waste time to optimalise the game on very old smartphones. Just take some medium average smartphone from 2020 and that's good.
You have to keep in mind in that build there was none of
Fog of War + Player + Physics + Network + Animations + Particles
There are so many systems that old device would never manage to run it properly anyway.
Old devices were not able to manage running moonsharp/lua interface properly at 60 fps.
I am aiming for low-end mobiles, but it's a good benchmark to test with.
The lower battery drain you have, the better.
I'll dedicate a blog on optimization as well.
There so much to talk about.
These animations look great! good job!
I totally agree that Mecanim just makes things a lot more convoluted and leads to a maintainability nightmare. It's a huge mess when you have many animations. Just playing the stuff from code is so much easier and better.
StirlizZ-Fapicon has written
Good to se you rollin` again, best wishes
Aren't you the guy who were trying in creating mobile CS2D too? What's new with it?
I am going to elaborate this in the following posts.
@ Chrome: You are right, but I don't need to worry as all decisions were already made.
The game priority is matchmaking / tournaments / leaderboard.
There are going to be public servers with mods, but it's not the priority.
One question: you gonna port some features you're doing in mobile to cs2d?
What features do you mean?
Most of the things would take weeks to implement when it's a day or two with Unity. It's probably not worth it.
slimK has written
One question: you gonna port some features you're doing in mobile to cs2d?
From what I remember, SQ will port CS2D maps to CS2D Mobile .
SQ has written
@ slimK: Thanks, just fixed the links. Forgot to remove expiration date.
What features do you mean?
Most of the things would take weeks to implement when it's a day or two with Unity. It's probably not worth it.
What features do you mean?
Most of the things would take weeks to implement when it's a day or two with Unity. It's probably not worth it.
SQ has written
The game priority is matchmaking / tournaments / leaderboard.
Oh okay then, gl with your project .
I don’t like the shooting used in cs2d and your project, it’s based on the direction of the cursor, but it doesn’t take into account the location of the cursor to limit the range of the shot, the dynamics of the spray, the fixing of hits to different parts of the player, limits on the range of a throw to create ricochets.
Likewise, I do not like the immutability of colours, transparency and size of interface elements.
Furthermore, I don’t like a tile-based map, especially when a tile size more than a quarter of the size of a character.
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I don’t like the animation of the legs, they’re obviously based on a standard sprite.
Indeed, I didn't took much attention to the legs animation.
That can be tweaked any time later, but it's not a priority.
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I don’t like the shooting used in cs2d and your project, it’s based on the direction of the cursor, but it doesn’t take into account the location of the cursor to limit the range of the shot
Cursor is a separate topic that I'll post later on.
It will be ray casted cursor.
Grenades are thrown by releasing attack button, holding to control the strength.
Regarding HUD colors, I won't change them, it is my personal preference, but as I mentioned it's a mod.
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Furthermore, I don’t like a tile-based map, especially when a tile size more than a quarter of the size of a character.
The way I implemented map allows any kind of shapes, but I am using old CS2D maps for showcase right now.