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Story Today I did this on my project...


SkywardRiver

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I have rework main design of the client Windows of my Store.

 

Old design (homepage)

 

61c3d5ef5a906bd934ccd38e9e5e9dfa.png

 

New homepage and main design
578af13537ef6c8cfcbdfd4473d787c6.png


 

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  • 2 weeks later...
20 hours ago, gallighanmaker said:

Hi guys, i'll share some progress on my game.

 

Here, we have some cute horses.

 

zGwhr7gfpU.gif

 

And here we have some bee's.

 

Wv9CeDL7LS.gif

 

And here some skill tests (still WIP).

 

Recap_Skills.gif

 

And another great progress, our level design

 

unknown.png?width=1170&height=676

 

unknown.png?width=1152&height=676

 

< I hope u enjoy 3

Very impressive. Is that Pixel Based movement I see? If so I would be very interested to know its performance on a network with a large amount of players.

 

Did you make the graphics yourself? I like them a lot however I'm not much of a fan of the resolution difference between the entities and the tiles.

 

Looks really good, all the best.

 

Kibz

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2 hours ago, Kibbelz said:

Very impressive. Is that Pixel Based movement I see? If so I would be very interested to know its performance on a network with a large amount of players.

 

Did you make the graphics yourself? I like them a lot however I'm not much of a fan of the resolution difference between the entities and the tiles.

 

Looks really good, all the best.

 

Kibz

I know I'm not the right person to answer, but regarding network performance I imagine that you don't have many problems since I know gallighanmaker from another game dev community and I was working on a project on the same network system as Mirror In unity, taking into account the latest updates and the performance of the KCP transport that has been implemented in the last few months, the network is working quite stable, they even claim to be able to maintain more than 1000 ccu in a 3d environment.

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21 hours ago, Kibbelz said:

Very impressive. Is that Pixel Based movement I see? If so I would be very interested to know its performance on a network with a large amount of players.

 

Did you make the graphics yourself? I like them a lot however I'm not much of a fan of the resolution difference between the entities and the tiles.

 

Looks really good, all the best.

 

Kibz

 

Thaaanks Kibz! you are amazing dude.

 

About the graphics, I have a pixel artist who helps with commissions on the project and about the netwotk, i'm using Unity (as engine) and mirror networking, with  my tests we are ok with 100~200 players (so far on our tests in production env) doing multiple things in our (large) world, but I need to do more "test stress". xD

 

Soon i'll bring more news.

 

 

 

19 hours ago, Blinkuz said:

I know I'm not the right person to answer, but regarding network performance I imagine that you don't have many problems since I know gallighanmaker from another game dev community and I was working on a project on the same network system as Mirror In unity, taking into account the latest updates and the performance of the KCP transport that has been implemented in the last few months, the network is working quite stable, they even claim to be able to maintain more than 1000 ccu in a 3d environment.

 

Thaaanks bro! you are awesome, and your answer its right! :)

--

 

@staff sorry about the double post, miss click on "quote"  ><

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