@TooOldTooCold Hehe. If you like that then you might also enjoy https://t.co/U07sPuSyUT
and especially the work of sooperdavid https://t.co/NWvPL6iERe
I definitely enjoy them 🙂
@igorhobotov Definitely considering it. https://t.co/eCWwUThfbF as well. But this would mean I have to add support for bigger screen resolutions. Not sure how much work it would take.
@igorhobotov Maybe never. For now Apple has rejected the game on the basis of it containing objectionable content. Might try submitting the game again in the future.
@tha_rami Hi. I'm Hardi, a solo dev from Estonia. I recently released my first game called Gastro Blaster.
It's available on Google Play store: https://t.co/kOlcvMZdti
@TooOldTooCold It should be related to the line renderer issue. All the enemies have 2 arms, each arm has 6 segments and each segment has it's own line renderer 🤪 For starters I'll try having only one line renderer per arm. Should bring the draw call count down.
@unity_student Maybe. For the player body, it could work. But for the player and enemies hands, I still need a line. I think I'll experiment with unity default line renderer, and if that doesn't work then I'll try Vectrosity - I've heard good things about that.
Just figured out, that line renderers are causing draw calls I can't afford. Here's a gif with line renderers disabled. Now have to figure out what to do about it.
#gamedev#indiedev#madewithunity