I'd say you'll be fine. I work in unity on a 5 year old iMac. 27 inch though.
A pretty good rule of thumb is if it can play the games you want to play then it can make them. GameMaker doesn't have a sophisticated profiler, so the only overhead you'll ever have is if you're recording video of the game.
Having said that, I personally wouldn't be that excited for the computer you're getting. Compared to a gaming laptop I bought for six hundred dollars more two years ago, it has half the RAM, a CPU that scored about half as much on PassMark (4008 vs 8139), and a GPU only a sixth as good (1476 vs 8729)
https://www.cpubenchmark.net/cpu.php?cpu=Intel+Core+i5-6200U+@+2.30GHz
https://www.videocardbenchmark.net/gpu.php?gpu=Intel+Iris+Plus+640
function isElementVisible(el) {
var rect = el.getBoundingClientRect();
var docEl = document.documentElement;
var vWidth = window.innerWidth || docEl.clientWidth;
var vHeight = window.innerHeight || docEl.clientHeight;
// Return false if it's not in the viewport
if( rect.right < 0 || rect.bottom < 0 || rect.left > vWidth || rect.top > vHeight )
return false;
return true;
}
inline code
works.a little off topic, but have you tried the Windows Subsystem for Linux?I can do stuff ten times faster than on Windows because of my Unix background.
a little off topic, but have you tried the Windows Subsystem for Linux?
I'm going to rework this guy and give him a makeover with extra Beast mode
I think this thread might best answer your question: https://twitter.com/pixeljamgames/status/925084660807454721i asked this on reddit, but i figure someone on here might have been in this situation before.
has going into launch day with 0 traction ever worked out okay for someone here?
so I foolishly left my marketing push until the last minute and I'm blasting out emails with just over a week before I launch my game. Assuming I get 0 press coverage. Is there still a possibility of maybe making a couple thousand bucks, or am I most definitely looking at something like 0-100? Give it to me straight doc, I can take it.
if it helps the asssessment I'm launching on PC, Mac, Android, and iOS and this is the game's website:
http://www.ragequestgame.com
also, if anyone has advice about what to do in this situation it would be much appreciated. thanks!
"11/ If you answered NO to most of those questions, you better hope for the 1 in 1000 viral success, else you are in for a nasty wake up call"I think this thread might best answer your question: https://twitter.com/pixeljamgames/status/925084660807454721
But in short, yeah, no, sorry. Every day, anywhere between 20 to 30 games come out on Steam alone. Without any prior marketing or community following, you're essentially screaming in the crowd during a loud concert. Even if you have a top tier project, your chances to get noticed are astronomically low these days, and that's with marketing, so... my advice would be not to wait until it's too late next time!
i asked this on reddit, but i figure someone on here might have been in this situation before.
has going into launch day with 0 traction ever worked out okay for someone here?
so I foolishly left my marketing push until the last minute and I'm blasting out emails with just over a week before I launch my game. Assuming I get 0 press coverage. Is there still a possibility of maybe making a couple thousand bucks, or am I most definitely looking at something like 0-100? Give it to me straight doc, I can take it.
if it helps the asssessment I'm launching on PC, Mac, Android, and iOS and this is the game's website:
http://www.ragequestgame.com
also, if anyone has advice about what to do in this situation it would be much appreciated. thanks!
I've been meaning to ask you this for a while, but are you a solo dev? And if so how are you building what looks like a AAA game? Either asset stores have really stepped up their game or you're working with at least a half-dozen or so very capable artists.
Those and occlusion culling are still used. There hasn't really been anything new in awhile. There is more bias towards occlusion culling and anti-portals nowadays I guess.What techniques are most commonly used for visibility optimization in modern game engines instead of Quake-style PVS and portals?
Man, that is seriously so impressive dude.Yep, solo dev here and do everything in the game. I've just had lots of time to myself to work on it the past year :)
Sounds interesting. I'm also a fan of the art style. :)That's still enough reason for some to... BELIEVE
Hey, thanks! :)
It's an RPG I am creating with a story heavily relying on morality and survival. Its combat system is front-based + traditional turn-based, but with a heavy focus on weaponry (different enemies are vulnerable to different weapon types).
Here's another battle shot:
And here's a map shot:
I recently finished coding a perk system, I'll share after I'm done tweaking it :)
Hey, thanks! :)
It's an RPG I am creating with a story heavily relying on morality and survival. Its combat system is front-based + traditional turn-based, but with a heavy focus on weaponry (different enemies are vulnerable to different weapon types).
Here's another battle shot:
And here's a map shot:
I recently finished coding a perk system, I'll share after I'm done tweaking it :)
I think this thread might best answer your question: https://twitter.com/pixeljamgames/status/925084660807454721
But in short, yeah, no, sorry. Every day, anywhere between 20 to 30 games come out on Steam alone. Without any prior marketing or community following, you're essentially screaming in the crowd during a loud concert. Even if you have a top tier project, your chances to get noticed are astronomically low these days, and that's with marketing, so... my advice would be not to wait until it's too late next time!
To expand a bit, many of us dream of being "the next surprise hit", but most of the time, the "unexpected underdogs" actually had previous followings from elsewhere/other communities, or a favorable convergence of events (say, huge demand for a specific genre that's not present on the platform). At this point you're better off assuming there's no such thing as a surprise hit, even though luck is still somewhat of a factor - you'll simply be better served trying to make your own luck before the fact, and that takes work and time... lots of it :-D
Yes, Manafinder, which is both the game's title and the protagonist's job.
This is our current logo, which we're trying to keep old school:
I'm loving what I'm seeing and the logo Too, not a big RPG player but I like what I've seen of the art so far! (And your attack partner being a dog heh)
Yay. Just won a GTX 1080 for our World War 2 survival project on Unreal.
https://www.unrealengine.com/en-US/blog/nvidia-edge-program-winners---october-2017
Can't you just use 3D physics and ignore z axis?Hey who's got experience with Unity 2D? I'm trying to see if I can apply 2D physics to anything but a sprite. Got 2D characters that are made of skinned meshes, I want to try and hook up a ragdoll skeleton (already have Anima2d bones but you seemingly can't use those at runtime, really), but seems like unity 2d physics only wants sprites.
yeah i thought i might get away with that. doesn't seem to like my setup though. i'm gonna fiddle with it. thanks.
It looks pretty good, Is it on game maker studio?First of all, me too! I'll try participating more too. Secondly, what a lovely gif :D
Is it zoomed-in though? (or only showing a fraction of the screen?)
Anyways, here's a GIF of my game...
It looks pretty good, Is it on game maker studio?
Such an amazing thread and community, wish you all the best of luck.
i asked this on reddit, but i figure someone on here might have been in this situation before.
has going into launch day with 0 traction ever worked out okay for someone here?
so I foolishly left my marketing push until the last minute and I'm blasting out emails with just over a week before I launch my game. Assuming I get 0 press coverage. Is there still a possibility of maybe making a couple thousand bucks, or am I most definitely looking at something like 0-100? Give it to me straight doc, I can take it.
if it helps the asssessment I'm launching on PC, Mac, Android, and iOS and this is the game's website:
http://www.ragequestgame.com
also, if anyone has advice about what to do in this situation it would be much appreciated. thanks!