It’s a bit late but this review includes the latest update of ALIENGINE.
「外星爆石聯盟ALIENGINE」登上了蘋果 iTunes App Store (香港) 街機免費遊戲 TOP 150 榜！多謝各位香港朋友的支持及寶貴意見！
Combines the very best of space shooting & endless dodging games – “ALIENGINE” is now available for FREE download on iTunes App Store! Let’s roll!
(Except for Southeast Asia area, which will have further announcement later.)
結合太空射擊及無盡閃避元素的手機遊戲–「外星爆石聯盟ALIENGINE」，現已正式登陸全球蘋果iTunes App Store，提供免費下載！趕快行動，成為宇宙第一太空飛行員！
We are happy to announce ALIENGINE have been awarded Bronze Award (Open Group) in the HKGD Game Competition & Expo 2015!
We are so grateful for your supports and votes during the competition and we also need to thank everyone visiting our booth. It is our pleasure to meet all great people there. Special thanks to the host and organizers of this game competition and expo providing HK game indie a wonderful experience sharing platform.
We will keep pushing hard and making more cool games!
我們十分高興及榮幸，外星爆石聯盟ALIENGINE在剛完成的HKGD x SIG香港遊戲比賽展覽2015中獲頒發公開組銅獎。
Hello everyone! There has been more than a year since our last update in IndieDB. We (Fight4dream) are focusing on making new games and now it’s the time to let you know our latest progress.We are happy to announce our new game: ALIENGINE, can be released within 1 month if everything goes right.
ALIENGINE is an exciting dodging game with elements of aliens and space shooter. Players need to control the spaceship and keep survive as long as possible from endless waves of massive rocks, flying saucers, bombs and unidentified giant creatures.
We develop ALIENGINE with one basic principle: causal and fun to play.We hope our players can enjoy this game in every place and every time.
Storyline:In order to systematically control interstellar travels, Galactic Federationselected several dangerous districts for spaceship pilot ability testing.Spaceship pilots will need to push their limit for better travel time record.All spaceship pilots from under Galactic Federation want to prove their skills andactively joined the test for competing the title of number one pilot in the universe.
Do you think you are the best spaceship pilot? Let’s try and challenge other pilots all around the universe!
We will keep update the latest information of ALIENGINE here and stay tuned.Please follow us on facebook and twitter for more details, thank you very much.
I AM DEMON is a 3D fantasy ARPG featuring elements of incubation, action, strategy and real time cooperating missions which supports 4 online players gameplay. We’ve developed this game using Unity3D since 9 months ago and it will be first released on iOS and then Android later. We’ll keep sharing our progress by adding new screenshots, trailers, art works, etc. Your feedbacks and comments are very much welcome! Please do follow us on Twitter or Facebook to if you’re interested! Thank you!
Hi! We’re working on a new mobile game called “I AM DEMON”, a fantasy action RPG featuring elements of incubation, action, strategy and real time cooperating missions.
We’ll keep sharing our progress by adding new screenshots, trailers, art works, etc. Your feedbacks and comments are very much welcome!
Please do follow us on Twitter or Facebook to give us support.
Platform: iOS, Android
Trying to optimize my game because of jumpy framerate, from Unity3D profiler, I’ve realized some game objects generated this message “Bake Scaled Mesh Physx Collision Data” which spent quite a lot of CPU time (about 10~15ms)!
This leads to a serious performance problem for my game.
After some investigation, I found from Unity3D forum this was cause by “Having an object with a mesh collider scaled at something other than <1, 1, 1>“.
WOOHOO! This is easy to fix right?! Just check all game objects with collider attached and make sure the scaled is <1, 1, 1> and done!!
Some more tips!
- Moving a static marked collision mesh would cause physx to recalculate it every single frame (which should only be a precalculate step)
- Also ensure to not move around mesh collider objects that aren’t convex marked, as such mesh collider objects are not meant to move at all, the whole collision tree for object and world in that sector need to be updated all the time which is extremely cpu intense.