Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

[Open source] First Tiny project

Discussion in 'Project Tiny' started by Maras, Feb 10, 2020.

  1. Maras

    Maras

    Joined:
    Dec 11, 2012
    Posts:
    131
    Hi,

    with the courtesy of Y8.com, I made my first Tiny project opensource.

    You can play the game here:
    https://www.y8.com/games/spherestroyer
    https://punygames.com/play/spherestroyer

    It is a really simple game, but there are few parts that I will definitely reuse for other projects and it might have some value for others.
    With that said I am a noob in data-oriented design, so please take it with a grain of salt.

    https://github.com/MartinKral/tiny-one-button

    Parts you might find interesting:
    - Logger
    - How to open URL
    - GameSaverSystem - a wrapper for GameSave
    - Callback from JS library
    - Shake (for example screen shake when added to camera entity)


    If you want to reskin and publish this game, please credit Y8.com, otherwise, feel free to reuse any parts from it.

    I would really love to hear your feedback on what should I improve.
    Thank you
     
    Last edited: Feb 26, 2021
  2. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    319
    Very interesting and simple game
    I like the camera shake, the explosion effect, and sound effects :)
    Thanks for using Tiny
    I would like to hear your feedback on the following:
    • How hard/easy using tiny was for you?
    • What things we can improve?
    • What are the features that you really want to see in Tiny?
     
    tonialatalo and Maras like this.
  3. Maras

    Maras

    Joined:
    Dec 11, 2012
    Posts:
    131
    Thanks!

    • It was a bit bumpy road, but it is to be expected when using a new tool and programming paradigm at the same time. The next game will be much easier. :)

    • The things which took the most time were inconsistencies between Editor and debug/release build. It got a bit better after the advice to use dot.net builds from kevinmv. But there are things which work under debug and do not work in release and vice versa. It would be great if I could get the same result in the Editor without the need to write hybrid systems just for Editor. I understand that it might not be the direction you are going with and that we will always need to write hybrid systems, but I think at least debug build should break consistently with the release.

    • I am looking forward to everything you have in store for us. :). But to be more specific, features which I would benefit most from are 2D features: advanced physics, anim rig, IK, tilemap
     
  4. Maras

    Maras

    Joined:
    Dec 11, 2012
    Posts:
    131
    Updated to 0.29, the unit test example no longer works as it needs play mode.
     
    tonialatalo likes this.
  5. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    319
    Sorry about that :(
    We are no longer supporting play mode and we are working for a replacement
     
    tonialatalo and Maras like this.
  6. Maras

    Maras

    Joined:
    Dec 11, 2012
    Posts:
    131
    No problem, I think it was the right choice at this point. :)
     
    tonialatalo likes this.
  7. Maras

    Maras

    Joined:
    Dec 11, 2012
    Posts:
    131
    Updated to 0.32:
    - using new UI system
    - using new scene system
    - using GameSave
    - added GameSaverSystem a wrapper for GameSave - it wraps the system so there is no need to use scripting define conditions in other systems and initializes one game save file
     
    AbdulAlgharbi and Kellyrayj like this.
  8. Maras

    Maras

    Joined:
    Dec 11, 2012
    Posts:
    131
    I really appreciate all the work Unity team is doing, and I am excited to see what you have in store for us next :)
     
    AbdulAlgharbi and V_i_T like this.