[casual_games] Unity 3D

Juan Gril juangril at jojugames.com
Thu Aug 26 12:19:50 EDT 2010


No, you can't. That's why we are complaining about it.

On Thu, Aug 26, 2010 at 8:14 AM, Adam Martin <adam.m.s.martin at googlemail.com

> wrote:



> Can you offline export to a mergeable file format and use a mainstream

> version-control system instead?

>

> IME, you should never use a VCS if VCS isn't the vendor's main

> business. Too much pain, too much lost time, too much missing

> performance or features.

>

> On 26 August 2010 16:03, Juan Gril <juangril at jojugames.com> wrote:

> > I agree 100% with what Jeff and Grant are saying are the biggest hurdles

> > with Unity right now. Here at Joju we have one project in development,

> and

> > we are having a great time with it, despite those flaws. The devs in the

> > project are quite happy because of the fact that they don't have to work

> > with Flash :).

> > We may start a mobile game in a month, and if we do we'll use it too.

> > Cheers,

> > Juan

> >

> > On Thu, Aug 26, 2010 at 7:35 AM, Iestyn Lloyd <iestyn at gmail.com> wrote:

> >>

> >> Yeah, lack of Scene merge is quite a pain..

> >>

> >> On Thu, Aug 26, 2010 at 3:33 PM, Grant Shonkwiler <gshonk at gmail.com>

> >> wrote:

> >>>

> >>> We use it here at Megatouch Games. We love it, the biggest problem we

> are

> >>> having is with the source control (Asset Server) it doesn't really want

> to

> >>> play well with more than one or two people working on a game. Also

> there is

> >>> no scene merge, hopefully they will fix this soon because it is

> crippling if

> >>> you are trying to make a project with a big team.

> >>> Let me know if anyone has found a work around for this, we just all

> have

> >>> our own sandboxes in each project and hand merge stuff.

> >>>

> >>> Grant Shonkwiler

> >>>

> >>> On Thu, Aug 26, 2010 at 10:10 AM, Jeff Murray

> >>> <jeff at psychicparrotgames.com> wrote:

> >>>>

> >>>> Hey iestyn,

> >>>> I've been using Unity for 3 years now and I think it's an incredible

> >>>> engine. I've produced browser-based games, desktop apps for Mac and PC

> and

> >>>> iPhone games (if you have an iphone, I built the skateboarding game

> MikeV:

> >>>> Do or Die with Unity iPhone).

> >>>> Up until Unity 3, its biggest failing was not having a debugger ...

> >>>> since that's now a part of Unity 3, in my opinion, the biggest failing

> right

> >>>> now is that it doesn't exactly handle 2d (UI included) very well.

> Sure, you

> >>>> can make 2d games and UI but there's no dedicated 2d framework to make

> it

> >>>> easier on the devs. It's always 3d pretending to be 2d, if you know

> what I

> >>>> mean. There were plans to have a fast 2d framework built in to Unity

> 3, but

> >>>> it didn't make it in. That's my only major gripe, tbh.

> >>>> The amount of positives totally outweigh the negatives. I get tempted

> to

> >>>> check out other engines every once in a while - and I do - but I

> always end

> >>>> up coming back to Unity.

> >>>> Cheers!

> >>>> Jeff.

> >>>>

> >>>>

> >>>> On 2010-08-26, at 8:36 AM, Iestyn Lloyd wrote:

> >>>>

> >>>> Hi List,

> >>>> How many people here are using Unity for game dev? I've made a couple

> of

> >>>> small web games now, and started making an iPhone/iPad/Android game,

> and I'm

> >>>> extremely impressed. The beta of Unity 3 is absolutely *amazing*...

> >>>> Anyone care to share their thoughts on Unity?

> >>>> Cheers,

> >>>> iestyn

> >>>> --

> >>>> http://iestyn.net

> >>>> http://twitter.com/yezzer

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> >>

> >>

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