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CC
I'm pretty sure Gene could port sherwood forrest to unity and it would
look almost the same.
If you give me the most expensive and best paint , canvas and painting
tools, then I am still going to produce rubish compared to a real
artist who you gave a piece of paper and some charcoal
Both unity3d and director have advantages and disadvantages.
2010/2/23 Marty Poulin <marty...@gmail.com>:
Let me help you:
http://unity3d.com/gallery/
http://unity3d.com/gallery/game-list/
There are a number of valid criticisms that can be levelled at Unity.
"Uncontrollable and buggy gameplay" is not one, in my opinion.
- Ben
Pascal.
2D in unity is not the same as in director and I miss it very much.
Videoquality is indeed NOT GOOD in unity3d. Currently they use ogg
theora and you really cannot compare it to flash video and such.
About audio support, I can say that unity recently changed the under
the hood soundengine to FMOD, so I expect a lot more audio
functionality in the future.
Future will tell
2010/2/23 Pascal Auberson <pas...@specialmoves.com>:
See "Fusion Fall" as mentioned earlier. That's your example. It's
enjoyed heavy exposure by the Cartoon Network and sale in stores like
Target, so it's at least able to provide an experience that's up to
Cartoon Network's standards. Solidly favorable reviews from a quick
Google search: 75% on Metacritic, 5/5 joysticks from PC Game Review,
7/10 from IGN, 5/5 from MMOGamer, 296 yes to 30 no votes on PC World,
8.0 from DreamStation, 7.2 from GameZone, and 3.5 stars on Amazon.
(And I'm not omitting any negative results - every one I looked at was
positive.) And it was apparently popular enough that Cartoon Network
is making spin-off products like comics off of the game. I'd say this
qualifies it as a "good online game" by any reasonable definition.
Can you provide the URL of the unity game you mentioned earlier,
please?
Thanks,
CC
2010/2/23 CC Chamberlin <c...@nmsu.edu>:
Anyway remember that Gorillaz car havac demo in ~2002? It had alright
graphics for the time but the controls and physics simulation were terrible.
But as time went on Physics-based games in Shockwave improved. I imagine
some web developers are going through the same learning curve with Unity. Or
it could be Shockwave.com is picking the low-hanging fruit of Unity games
and the better games are elsewhere. Blurst (www.blurst.com) has some
impressive Unity web games that would not look as clean in Shockwave.
- Chris
http://starwars.lego.com/en-us/FunAndGames/CloneWars-Quest-For-R2D2.aspx
Woops, LEGO, nice stuff. A lot different then lego backlot made with
director. And that doesn't make backlot less interesting...
2010/2/23 Outside the Box Software <in...@outsidetheboxsoftware.com>:
> It's a shame that the only topic around here that gets any replies are Unity threads.
Well, it's the only thread topic that gets started that concerns all of us. Most of the other posts are about specific technical issues.
So let's change that. Anyone have any cool new/recent Director projects to show off or give a preview on? Let's see the cool things our people are doing instead of hand-wringing about what people on the Unity side are doing...
CC
Gene
I was making a counter argument that I felt that plug-in penetration was
holiding up the success of Fusion Fall and that I felt the unique visitor
numbers should be higher, considering the backing of the Cartoon Network,
the budget, large team size, established IP and the marketing muscle behind
it. According to Venture Beat, Fusion Fall is at less than 500,000 unique
monthly visitors.Were not on the chart because we are in the 13+ age group,
but for the record, between Sherwood and Club Marian, MaidMarian.com is at
around 1.7 million monthly visitors and considering it's made by some dude
in his basement without a marketing budget, so at this point although I
think Fusion Fall is an example of a Unity MMO, it might be illustrating how
bad plug-in penetration can kill your game.
Gene
Fusion Fall has the backing of the Cartoon Network, the budget, large team
size, established IP and the marketing muscle behind it. Honestly I'm not
sure I'm reading the chart right because I'm shocked by how low the number
is. Were not on the chart because we are in the 13+ age group, but for the
record, between Sherwood and Club Marian, MaidMarian.com is at around 1.7
million monthly visitors with some dude in his basement as the development
team and no marketing budget (and I'm a piss-ant relative to Habbo, another
Shockwave MMO.) I think plug-in penetration rates are very important and
this continues to be very relevant to me.
When did this become a Unity list?
Gene
MaidMarian.com
well...
i tried to play fusion fall, the framerate is awfully unstable... maybe i haven't enough ram to run it... i've only 512 Mo, it's enough for all shockwave games i've seen on the web, it's enough to run the doom3/quake4 engine, but unity seems too much "modern" for my machine..
i tried to play lego star wars but it crashed my video card... i suppose it's beacause it's a 5 years old ati card
let's say unity is for the powerful modern machines and shockwave is for the shitty old machines... i guess most of web users have shitty old machines, which could explain why shockwave is more used on portals like miniclip and co... i suppose in the future unity will replace shockwave in the web, but shockwa
2010/2/23 peel peel <peel....@gmail.com>unity is a problem for all of us :(2010/2/23 CC Chamberlin <c...@nmsu.edu>
unity is a problem for all of us :(
2010/2/23 CC Chamberlin <c...@nmsu.edu>
--
good to see Sociotown is still up and running!
You must have quite a steady growing userbase by now... any insights
on that?
my last director 3D project was :
http://www.underdog.be/games/heli-hell/
in the meantime also using a lot of unity... although for clients I
still did a few Director things (eg. Multi-user Quiz game installation
for info-center in Nuclear power plant :)))
Am noticing that shockwave plugin games/demos still have a MUCH higher
reach than unity plugin games/demos on www.UNDERdog.be.
cheers all!
On 24 feb, 00:39, "Chris Evans" <i...@outsidetheboxsoftware.com>
wrote:
A lot of people allready have shockwave, almost nobody has unity and
EVERYBODY has flash.
If only Adobe would put the rest of the functions (which director has
and flash hasn't) into flash like a decent 3Dsystem and such, then I
guess that this would be the killer combination.
Its so strange nowadays. If you talk about flash, then nobody even
seems to actually know that this is just the same type of plugin like
shockwave is (ugly installation) and unity (better install then
shockwave).
Also, why on earth does adobe want to bundle software with the
installation of their plugin and then even checking the checkbox in
advance for the users. That does not give any trust in plugins at all.
It makes them think of spyware to regular users...
2010/2/25 UNDERdog <w...@underdog.be>:
So we decided to just bear down and spend the next couple of years steadily
improving the game so it would truly be a unique product and separate from
the pack. A lot of small devs have used this tactic to become very
successfully within 3-5 years. Also fortunately for us, we started from day
one with our revenue model of subscriptions and game credits. So even though
our monthly traffic is much smaller than other online games, we are able to
sustain development with just several hundred subscribers and game credit
purchases per month. We're also at almost 100,000 registered users, which is
not too shabby either.
Ironically, a lot of the VC-backed virtual worlds from a couple of years ago
have burned through all the cash and gone out of business because they
weren't able to establish a viable revenue model for their heavy overhead.
- Chris
Hey Chris,
cheers all!
--
- Chris
----- Original Message -----
From: "Bart Libert (EducaSoft BVBA)" <educ...@gmail.com>
To: <dirgame...@googlegroups.com>
Sent: Thursday, February 25, 2010 12:53 AM
Subject: Re: Shockwave Showcase
> most of web users have shitty machines, that could explain unity's poor penetration
Doesn't explain Flash's then…
Le 26 févr. 2010 à 20:41, peel peel a écrit :
Doesn't explain Flash's then…
> most of web users have shitty machines, that could explain unity's poor penetration
> ??? i don't understand... flash has a better portability than all other plugins because there's nothing in the flash player
Tell that to Steve Jobs ;¬)
Le 26 févr. 2010 à 20:44, peel peel a écrit :
Tell that to Steve Jobs ;¬)
> ??? i don't understand... flash has a better portability than all other plugins because there's nothing in the flash player
--
Lets see what a big company can do with it. EA just used it to create
Tiger Woods golf online
http://tigerwoodsonline.ea.com/
As far as I know you can test some stuff for free.
2010/2/26 peel peel <peel....@gmail.com>:
1) Choppy audio on the intro. Really choppy, not just occasional
little stutters.
2) Crash trying to zoom into a shot.
3) Crash again when I restart trying to click through the intro.
Not very impressive, EA. I mean, how many engineers worked on this
thing so it could crash on Unity's home turf (OS X) almost
immediately? And, weirdly, the ambient loop w/ the birds squawking is
still playing while I compose this email, even though I don't have any
Safari windows open.
This is what really worries me about Unity. I don't have any
confidence in its stability. I use DMX 2004, and deliver an app that
gets used by 30 thousand different crappy school computers each week,
with very minimal tech support needed. If Unity crashes on my high-end
computer almost immediately, I have no faith whatsoever that it can be
used for large-scale distribution to schools with a huge spectrum of
specs and configurations.
I want to like it, I really do. I want something to replace Director,
because I can't use D11 and I don't see Adobe doing much. But Unity
continues to disappoint me whenever I look at it. What am I missing?
How are other companies making this decision? Is it really just my 2
machines that crash consistently w/ Unity?
Paul
Peel, I've played with the IDE too. I didn't find it that bad, but I
only took it for a quick test drive. There's a big learning curve with
any new platform, so I'm not too intimidated by it. I am intimidated
by crashing and huge RAM and video requirements.
Paul
I just wanted to thank you for sharing that information with us.
Good to see the subscription model is working for you! Ever think of
embedding the game in Facebook?
This is easy and could be interesting for you too!
We just made our first Facebook multiplayer testgame (in unity with
peer2peer-host blabla...)
http://apps.facebook.com/farm-kill/
Regards,
Wim Wouters
www.UNDERdog.be
On 25 feb, 13:56, "Chris Evans" <i...@outsidetheboxsoftware.com>
wrote:
"Daniel G. Blázquez" <dbla...@exelweiss.com> Feb 28 10:05PM +0100 ^
> What about (relatively painlessly) porting it to iPhone? Unity can output a complete Xcode project ready to compile for iPhone. And iPad support is coming. And I believe you can compile for Wii too.
Yeah, being locked out of other devices is making my Director skill set increasingly useless. For instance, my last project was a dual web and iPhone project, and we're currently working on a project that needs to be delivered on web and iPad. And there are more iPhone/iPad projects in the queue. So far, we're doing parallel development using Flash and XCode/iPhone SDK, rather than going with Unity, but I'm not sure how long I can justify every project being two projects.
I'd *really* like to see a version of Director that could export to iPhone/iPad, even if it's only a stripped-down version consisting of the Shockwave3D portion without support for sprites, stage, cast, etc. All I need is a 3D world, a way to get stuff into it, some font, sound, and interaction support, and we'd be good to go.
That would, in one fell swoop, turn Director from a dying skill set for me to a cutting-edge skill set. Practically every project that walks through my door now comes with the "how hard would it be to make an iPhone/iPad version?" query.
CC
> I doubt you will see Shockwave on the iPhone any time soon. To my knowledge it isn't a priority for the director team, and Steve Jobs and Adobe are not exactly in love with each other.
Yeah, I doubt it too. But then, Adobe has announced a Flash-to-iPhone path, which is not what I would have expected, either, so I figured, what the hell, might as well float the idea.
> I know it is a pain, but learning both is not a completely horrible proposition. You may want to upgrade your skills before you become obsolete ;-)
Heh. Yeah, I'm not sitting on my laurels. We've already got some 2D iPhone/iPad apps out the door. Eventually, I'm going to be asked to do a 3D iPhone/iPad app, and that's probably when I'll have to dive into Unity (or find some other nice third-party 3D library for iPhone).
CC
We work with Unity AND Director.
It's the only way to get everything done.
:P
On 1 mrt, 17:42, John Baro <jab...@mac.com> wrote:
> What about (relatively painlessly) porting it to iPhone? Unity can
> output a complete Xcode project ready to compile for iPhone. And iPad
> support is coming. And I believe you can compile for Wii too.
>
> But I agree, if you just want to deliver in a browser, then it's a
> toss up, depending on what features you most need.
>
> John Baro
>
> On Mar 1, 2010, at 2:16 AM, dirgamedevl...@googlegroups.com
> wrote:
>
>
>
> > "Daniel G. Blázquez" <dblazq...@exelweiss.com> Feb 28 10:05PM +0100 ^