Good luck sir, be positive.I will surely buy it as soon as it hits android and will spread the word as much as I can.Quite amazing that around 15 of my friends now have the game,hopefully they'll pass it on to others themselves.
Okido, so I read through the Unity thread. Here's some advise from a professional bughunter (yes, I do something like that at work - among other things; and I sit right next to our devs and QA, so I know how this stuff works) : If you have anything of this covered already, just skip it. Mantas Puida (more or less) asked you to provide them a reproducable example. Sometimes - speaking from experience here - bugs are weird edgecases. Maybe the Unity team uses a slightly different setting and that's why they cannot reproduce it and report back "fixed in 4.6". 1) Open a new bug with them. Attach an example project, as small and to the point as possible. And in Unity. XCode is optional; if it's not too large, include the XCode version of the example as well. Point to the thread on the forum, summarise the information there (I can do that for you, if you want) ; refer specifically to Mantas Puida and his post; also, include all the previous bug issues. Mark it as 2nd highest priority. Using critical priority is not justified here; usually that's reserved for the feces really hitting the airtwister, as in "total crash of IDE on startup, for everyone". To justify the high prio: Also mark it as regression and from which version. Mention that it is open for over a year, and that user tests revealed that several attempts to fix it failed. 2) In the new bug, also offer to include your full project. As you write that it's 12GB, ask how you can get it to them. Not many bugtrackers can handle such huge attachments to cases. 3) In the forum thread, point to the new bug. Specifically address Mantas, maybe even send him an additional PM. 4) As I said before, optional: Provide them Brightridge (e.g. via Promocodes), and let them form their own opinion if it's great enough to showcase Unity on Metal. But don't forget to point it out, in a polite and "humble" manner (as opposed to overblown statements like "mai game is teh bezzt" ) . By the way, I see that Unity uses Fogbugz: cool, I really like Joel (Spolsky, head honcho of Fog Creek. Everyone, go read the complete "Joel on Software" blog, if you are interested in software development and some insight into running such a shop) .
And of course, fingers crossed that U4.2 exports to iOS8! Also, if you decide to build your own custom tree version to work around the bug: *Don't* forget to put it on the Unity Store. Might generate some extra income, especially when enough people ran into that bug and crave an alternative. You made something truly great and memorable, and I'm optimistic that things will work out right. Interesting: I just found the comment from Smilediver in your thread and in this bug http://issuetracker.unity3d.com/issues/terrain-tree-culling-performance-regression , that Unity fixed it in 5.x and might backport it. Is there any way to verify this? E.g. can you ask them for a 5.x internal build, so you can check it firsthand? Got one more: Did you try reducing the shadow resolution, as another user mentions here: http://forum.unity3d.com/threads/tree-creator-trees-decreasing-performance.253043/#post-1671677 Ouch... I feel for the poor sods at Unity. 175 pages (~1700) of open bugs. And I thought our backlog was a tad too long... Seeing this, it does not surprise me at all that they did not include a fix for the tree bug yet. Especially if it's already done in 5.x . Backporting to a different branch can be a huge pain, in any case is time-consuming, and you try to avoid it wherever you can.
wow - you're kind of a force of nature Nullzone - thanks for this. im going to finish 1.2 update, and then work on all of this, maybe i can strip down my project to a base level and send them that - theres more than 30,000 files to sift through though (literally) so it will be a bit of an undertaking, but i am really hoping this can be fixed so that mentally i can be full steam ahead
More great advice - thank you again Yeah, i know im eager for a fix but i do feel for the developers. I really like Unity and what they've done with it. Like you and dylanfan said just be positive and i am sure that it can be worked out, one way or another. I want to keep making worlds and i ultimately wont let bugs stop me, so i wont worry about it too much because health comes first. Shadows are disable in BrightRidge (its one of the things that im wondering of Metal and /or A8 chips will allow in an update) so it isnt that. The consensus seems that they fix was already ported back to Unity 4.5.3 patch 4 but i tested it and it didnt work, so i think we'll have to wait until 5 is released to see if that is fixed. I also finished the plotline last night for all 4 Acts - BrightRidge, DoonPillar, Residi Bay and GoldenWood. It uses a lot of the mythology ive developed over the last decade and i hope it will tell an engaging story, without throwing a ton of backstory no one will read at the player The new website will help support BrightRidge the game as well as let people know about the upcoming Acts. New NimianLegends.com website coming soon
Thanks for the compliment, Robert, but I have to reject it. I wrote all of that pretty much on autopilot, nothing special there That's doing it ass backwards But I see here that you tried something already: http://forum.unity3d.com/threads/cant-upgrade-until-ios-terrain-tree-bug-is-fixed-unity-4-3-and-higher.259116/#post-1763883 In the post above it you write ...But my test here where I've eliminated everything except the terrain... I suggest doing it the other way around (also helps with troubleshooting): Start with a new blank Unity project. Add a single simple(!) tree, see what happens. (I just read up on Unity's Tree Creator. Skip all the fancy stuff for testing, just use the basic "trunk & 1 branch") . Performance breaks? Ok, general problem. Report to Unity. Still works ok? Add shadows. Still going good with the shadows? Make it a 1000 trees. From then on, do split testing to see how many trees you need to break it: E.g. 1000 work ok -> double it to 2000. 2k too much? Split it in half, use 1500. 1500 ok? Split the difference in half again, use 1750. Etc... If the break point is >1 tree: Remove the shadows when you hit it, and check if the break point is at a different number. As always, if you have any of this covered already, just ignore me Collecting more info: In your post #16 in the same thread you write I think personally its because they removed PVS culling which is what i used to great effect before 4.3 -> include that as well. The more info they have, the better. The Unity manual still mentions PVS under Occlusion Culling : http://docs.unity3d.com/Manual/OcclusionCulling.html . But it doesn't say for which Unity version it applies What do you get when you use Frustum Culling instead? Acceptable performance (aka 30 or 60 fps), or too low framerate?
Pro-tip for the terrain issue: Forget about unitys build in terrain editor, use terrain-4-mobile instead. It can do much of the same (uses meshes though) and has much-much better performance. -but thats for the future i guess....
Thank you vonknut - these kinds of tips are very helpful. There's a lot of different approaches and when i can get a lead like this to check out it saves me time
So ive been using a single script in Unity javascript for my artificial intelligence. With the Skadad - the new oil-slick covered creatures - i started building a separate AI script, but this is the last item on my update list and i decided instead of rewriting a new one i should use the old script and add personality checkmarks. For example the Skadad dont attack unless provoked (like most of the animals in BrightRidge) and they are curious and playful. While i update it for the new creatures, im going to try and refactor some of the code too. Because any improvements i can make will benefit every creature in the game that uses AI. As for the 1.2 update - as i mentioned im on the last item - the skadad AI, then i will submit it to the App store. Anyways I thought i'd post the original AgentAI script. Im an artist not a programmer, so if anyone has any tips at any point, please feel free to point them out AgentAI.js http://protopop.com/assets/downloads/AgentAI.js
Nimian Legends : BrightRidge Update 1.2 Nimian Legends : BrightRidge Update 1.2 brings new mechanics to the game that allow you to explore and experience your environment in even more ways. Ive just finished the updates and am uploading it to the Apple App Store where it should be available soon. FEATURES Jumping Player can now jump (very cool) 2 custom jump animations New Sliding animations Custom Options Camera distance and height presets or incremental changes Change atmospheric scattering types Change weather type and frequency Custom quality options: choose between speed or detail On/Off Fog, reflections, grass Customize camera height and zoom or choose from 4 camera presets High Resolution Option Dynamic Weather Dynamic weather algorithm changes weather as you explore Rain, fog, wind, RainWind, storm and hurricane Plants react to wind effects Chance for rainbow after rainfall Shapechanging Change and play as new animal types 3 new towers unlock animal forms Deer, Butterfly and Fox shapechanging Atmopsheric Scattering Atmospheric Scattering creates beautiful atmospheric glow 7 Custom Atmispheric Scattering presets Light Ability New light power in addition to Staff and Arrow Banish option removes enemies from game allowing pure exploration Skadad: The Skadad: Corrupted villagers freed by light now roam the wilderness IMPROVEMENTS Redesigned Option User interface Optimized Lightmapping Object and performance optimizations New detail objects and plants New Landmarks and waterfalls big optimization and refactoring of code for simpler, faster updates Optimized particles (removed shadow casting) Saving: game icon when saving progress Game now saves region and restarts in same local Game save Spawn points restart player in last travelled region Removed old buttons and code / new streamlined button structure , faster and more flexible New GUI Icon Designs Separated location titles from description for clear view Slower, more realistic, swimming speed Improved balance beam camera views Higher default camera on deer iPad option button is now in middle by default change mip map filtering from kaiser to box for performance increased the default camera height slightly World map More realistic climbing angle limits Staff lights up when LIGHT power is active Viewdots now display location title only so view is not blocked Viewdot ? btton shows extra location detail on demand More descriptions and history for locations FIXES Fixed Spirit view overlaying tutorial texts Custom camera controls for flying creatures disable action button on spirit view disabled jumping underwater Fog disabled by default on legacy devices Animals Forms will not swim below water Hide jump button for animal forms Disabled bird tutorial text when changing to spirit view removed camera change on tower climb - too confusing and now you have camera control Weather stays outside Inn Added missing collision to certain items Viewdots use faster billboard code (vs old smooth loot at) removed overlap between Stag territory and BrightRidge family triggers jumping on beams doesnt disable zoom effect Added missing waterfall sounds Shapechanges now retain default camera zooms when entering/exiting view dots Animals no longer run underwater Disabled fog no longer reactivates when emerging from water
Whoa, you've been one busy fellow! Congratulations on finishing Really want to see what it looks like now.
Wow. You're updates get better and better! So glad I bought this one in the beginning. Will probably pick up your older one around Christmas.
I can't wait for you to try it It really lets you explore more areas, jump to the top of previously inaccessible areas, and gets things ready for the upcoming quests. I just uploaded Update 1.2 to the Apple Store, if all goes well it should be available in about a week - fingers crossed
Thanks Nullzone - yeah, it's been a lot of work, while also settling into my new place (im finally getting used to it) and doing my day job (which is design and i also love because what i learn from my games helps my design work and vice versa). Ive also got the roadmap ready for updates 1.3, 1.4, and the final 1.5. But first im porting version 1.2 to Android - its ready to go except for an android specific resolution changer and a fix with the reflections. Anyways I just uploaded update 1.2 to the app store so it should be available in about a week
Thanks curtisrshideler My old game plumnut is a great christmas game - it's the music of the nutcracker - i am probably going to make it free for the holidays so stay tuned. In the meantime BrightRidge 1.2 has been submitted to the app store and im just waiting for approval so it should not be long now before its available for download.
Thank Woodrith yeah, im really happy with the new mechanics. Its funny because an Italian company asked me a few questions for an interview and they were characterizing the game as kind of an early release because of how im updating it. In a way they're kind of right, releasing the game has allowed me to gather a lot of feedback and continue to work on it while selling a few copies (ive sold about 3500 so far) so it gives me some support, both monetary and emotional support from people who enjoy the experience. My goal is to release 3 more updates - 1.3: more mechanics, 1.4 - quests, 1.5 Mac/PC ports and smoothing/fixes. I'm very determined to get them all put for everyone to experience and so far so good. And every bit of feedback keeps me motivated. there's little worse for an artist than putting something out there and no one responds to it (i even value the negative feedback because it reveals weaknesses in my deisgn that i can improve). Anyways the update 1.2 has been uploaded to the app store and i hope it will be available within the week. I'll be sure to post an update here