Developing Catlite is being quite a journey! And recently we’ve got the chance to showcase the game in Gamescom Latam!
Thank you to everyone who played Catlite! Nothing feels better than seeing people smiling and having fun with your game. #indiegame#gamedev#catlite#gamescom
@Phantom_TheGame Your realistic gravity looks pretty accurate. You might get the wrong impression because those are not commonly observed scenarios.
IF gravity worked the way you seem to expect, people jumping off of planes would never have time to open their parachutes.
@t3ssel8r I think you can keep the dodge and run in the same button, but remove the need to hold.
After the dosge, the character could start running if any movement input is still going. No need to hold the button.
It should make it easier to discover how to run.
@unity I am here to announce that I'll be charging @unity a one dollar fee for each of their social media posts that I read. I believe this is as fair as them charging developers and publishers per app install.
This include old posts.
@unity please prepare to pay my monthly invoices.
@StoneGolemStud@unity Me and my coworkers have been using Unity for about a decade under the Pro License, which is pretty much the highest fixed cost paid by the company (after employee wages).
You clearly been living in a bubble and don't seem to understand how most of the industry works.
@StoneGolemStud@unity Can you explain how it is fair that they will charge over future installs on games and apps that were published before they've made this announcement?
Swapping engines on existing products is not really a straight forward process, you know?
@unity "The Unity game engine launched in 2005, aiming to "democratize" game development by making it accessible to more developers."
Sad to see Unity abandon their ideals.
@unity Fee will be charged over installs, even if they are Free installs? Does that mean that Free-To-Play and Freemium revenue models are no longer feasible for Games or Apps 'Made with Unity'?