![]() Same goes for the Cmd+Tab and using Expose, Unity has much better compatibility with Macs since version 5 so hopefully those things will work as intended. I don't have a Retina display to test on myself, but I do use Macs extensively. Poly bridge gifs upgrade#The Mac Retina display issues should be solved with the upgrade to Unity 5, which was done a few days ago, and will be in the next update. Please let me know if anything else comes up or you have more questions or suggestions :) Poly bridge gifs software#Personally I also think there is much to be said about different paradigms and approaches in software development, particularly games sit in their own little space, but I won't dive too deeply into that right now ) Poly bridge gifs code#We do our best to plan out our work understandably, but plans do change, particularly as a game progresses and finds new directions in terms of gameplay, entire new features being added or scrapped, so being able to stay flexible, although will not yield the most efficient code at first, does allow us to make a hopefully fun game and eventually give us the time, since we're still in beta, to improve parts of code that are far from ideal. (ex: the "underbudget" flag was added a while after the generic "completed" one, so I was faced with the choice of either re-factoring the logic behind level completion check, or adding another registry flag and just checking that real quick, and being less than two weeks away from shipping I favored the latter as a temporary solution, knowing that everything would eventually be moved to a cloud save-state). Generally as indie game developers you have to favor getting stuff done and re-factor later on when time isn't as precious, otherwise you run the risk of spending years on a project that might not be financially viable and drive you into the ground. ![]() In retrospect this should have happened sooner of course, but it's very important to find a good balance between getting something out there to players and not spending too much time re-factoring code that, while not ideal, does actually still work. In the specific case of saving state, I'm currently working on a serializable class that will handle everything that isn't machine specific, which will be stored on Steam Cloud alongside the savefiles. ![]() Not wanting to make this sound like an excuse, but there is a single developer on the project (me) and game programming is a much more iterative process compared to a carefully planned OO application.Ī game will generally go through it's prototype phase, into an early alpha with a bunch of broken and temporary "features" while slowly finding its way to a "finished" product, with lots of legacy code slowly being refactored and improved upon, entire chunks of code being scrapped because ultimately it doesn't provide a "fun" experience, etc. I fully agree with the poor choice of using the registry in the first place, and also the redundancy of having two keys do basically the same thing. Thanks for the feedback, and congrats on graduating ) ![]()
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