Other Coding for Fun - MirUnity

smoochy boys on tour

DiabloVodkaShot

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Hi Guys,

So over the past god knows how long, myself and a friend have been playing around in unity, trying to port files over. Little knowledge and proffessional experience in coding, i would say we have come quite far.

We have put together a video, to show the progress we made and thought we would share it with you guys, as there may be people interested in unity or not!

Please note - it is far from perfect.

Disclaimer: This will not be a server! Before anybody jumps on about it. It is simply going to be a little bit of fun, which we may release source to if its of any benefit to anybody.

Main Perks of Unity: Cross Platform!

Video:

[video]https://www.youtube.com/embed/HyJIF9Z6X0s[/video]
 

kyndigs

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Unity can be great, but I can see the frame lag in the movement, for unity you should convert the frames into an actual sprite sheet, are you still using a lib?
 

DiabloVodkaShot

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Totally agree, we converted the character movements into a sprite sheet but kept items in a lib format.

We are still looking into why its not as smooth, i suggest its something to-do with the way the maps are loading.
 

Vaytrex

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Nice try man!

---------- Post Merged at 07:01 PM ---------- Previous Post was at 06:57 PM ----------

BTW I would suggest using godot instead of unity to do this project since godot is better for handling 2d game

---------- Post Merged at 07:01 PM ---------- Previous Post was at 07:01 PM ----------

BTW I would suggest using godot instead of unity to do this project since godot is better for handling 2d game
 

zedina

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Nice project.

Did you try java? i got a small built for java with slick2d
 

DiabloVodkaShot

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Last edited:

kyndigs

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I have not messed with Unity much, but it looks like you are doing one draw for each sprite, instead of rendering to a surface then performing one draw, this is called surface or render target, how you achieve this in Unity i am not sure, perhaps there is some sorting groups, also for tiles you don't need to render every time, you only need to re-draw them when the map coordinates change, this has a huge overhead if you render it every draw.
 

DiabloVodkaShot

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I have not messed with Unity much, but it looks like you are doing one draw for each sprite, instead of rendering to a surface then performing one draw, this is called surface or render target, how you achieve this in Unity i am not sure, perhaps there is some sorting groups, also for tiles you don't need to render every time, you only need to re-draw them when the map coordinates change, this has a huge overhead if you render it every draw.

What i am finding from research is that you can't control drawing in unity.... there are no actual draw commands.But yeh obviously there are areas where performance can be increased