I’ve been working on a casual game that every level was designed and saved as a prefab. It works great in Editor but not in mobile, especially in Android devices. Each level took a very long time to load and the game became unresponsive for 10+ seconds. We decided to optimize it by turning all level prefabs to scenes so we can use Unity’s addictive scene loading, which also enables progress showing.Read more “Optimize Large Prefab Loading To Addictive Scene Loading with PrefabSceneConverter”
Another year for Global Game Jam and it’s my 4th GGJ. This year is definitely a special one since it’s fully online. I stayed at home over the weekend and simply did a casual solo jam. Here’s just a quick wrap up and showing off the game, Blow My Wig, I made this year.Read more “Global Game Jam 2021 Quick Wrap Up”
You made a great game/app and it has started giving you revenue. You are able to consider buying users, and it is very important that to get the right player lifetime value (LTV) first so you can have an idea on how much cost per install (CPI) you can afford. This article will explain where to get the raw data and how to calculate the LTV in a spreadsheet.
TLDR; Put your numbers and calculate the LTV in this spreadsheet.Read more “Calculate Player LTV of Your Game/App in a Spreadsheet”
As a programmer, it is very important to follow a coding standard and make sure others can read and easily understand his code. While there’s not majority guideline of coding standard in Unity and C#, you can/should code whatever you like, but in this article I’m going to show you our style and format guideline within the company. We have tried to adopt different styles throughout these years and came out the one we feel most comfortable.Read more “Coding Guideline for Unity C#”
We have been working for mobile games in Unity for 8+ years. Throughout these years, we purchased and tried a variety of plugins in the Unity Assets Store. Today I’m here to share the list of some essential plugins that can hopefully make the lives of mobile game devs easier.Read more “8 Must-Have Unity Plugins for Mobile Game Dev”
So, you made a great game and many of your friends love it. Here’s come to one of the biggest challenges of many indie developers – how to promote the game with a minimum budget? We are not marketing experts, but here are a few things we learnt on promoting our games and acquire users with zero dollars:Read more “How to acquire users with $0 budget for indie developers.”
After you make a great game, it is very crucial that you find a good Ad network(s) that gives you a stable revenue, so you can focus on what you good at — developing game. There’s already a lot of in-depth articles listing each one of them. This article will show you how our experience trying different networks with (biased) opinions on them, and list a few more options that may not be well-known but suitable for indie developers like us.Read more “Which Ad networks to use in mobile games for indie developers?”
We decided to make our top puzzle-solving game, “Rainmaker: The Beautiful Flood”, free for lifetime. It was originally $US 1.99 before.
Rainmaker is a minimalist puzzle game first released on 1 Feb 2016. It got featured by Apple as the best new game and obtained:
#1 iOS Puzzle Game in 3 countries
#13 iOS Puzzle Game in UK
#23 iOS Puzzle Game in US
Recently, we have a performance issue on our macOS build. The game runs smoothly in low-end Windows laptops but laggy in a 2016 Macbook. Although the hardware of the Macbook is not even as good as the Windows laptop, we doubted the performance would be much different. In addition, it runs alright in Editor in Macbook but not in a build, so the hardware influence should be able to be ignored.Read more “Optimize for macOS Performance and Fix Fullscreen Letterbox Issue in Unity Build”