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Gamieon is a privately owned entertainment software development company located in Tampa, Florida. Since October of 2004, we have aimed to provide quality video game software which emphasizes both intellectual and action-driven challenge to the gaming community. Gamieon depends on the talent of individuals working as a team to develop video games and video game engines with a focus on exceptional game play and surrealism.
Posted by Gamieon on Jan 20th, 2012
So after playing Hyperspace Pinball on my HTC Thunderbolt for a while, I've come up with a short list of things that need to be done before I even think of publishing it (it's already out for iOS) on an Android phone:
Despite all this...with the profiling tools that came with Unity, and a very active Unity community, I see no reason for this Android port to fail.
Update 1: I found Mindthecube.com today and I discovered I'm not using OnGUI optimally. After going through all my scenes and reducing the number of different scripts calling OnGUI to one, things seem to be smoother. Disabling the logcat profiler from the player settings helped too; but there is still choppiness during multiball, so the optimizations must continue.
Update 2: I went into the Player settings and set the Graphics Level to OpenGL ES 1.x. That seems to have made all the crashes go away so far...I wanted it to be 1.x in the first place.
Update 3: The link for fixing the window aspect ratio seems to have worked; and even revealed a bug where I'm actually clipping off the right side of the pinball set but never noticed it before! However, there's a new issue now: The aspect change caused the top and bottom regions to be a "wild west of pixels" with artifacting and other weird issues. I may have to cover them up with GUI.DrawTexture.
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