Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

LyJam

9
Posts
1
Topics
2
Followers
A member registered Mar 12, 2024 · View creator page →

Creator of

Recent community posts

Yup I was debating about that but decided against it in the end because I didn't want to force the player into having to draw everything very precisely to save money. I thought that would get frustrating. 

Thanks for the play and the feedback :)

I was planning to add a lot more machines to add complexity and challange, but ran out of time.
Thanks for the play and the feedback :)

I was planning to add a lot more machines to add complexity and challange, but ran out of time.
Thanks for the play and the feedback :)

Yup, was planning to add that but ran out of time.
Thanks for the play and the feedback :)

Thanks :)

I was planning to add a lot more machines to add complexity and challange (like 2-1 crafters, fans to blow the items around etc.) but ran out of time. Same story for some of the QOL things like the hand tool.
Thanks for the play and the feedback :)

Yes indeed, would be a small change but a big improvement. I ran out of time to do some of the QOL things to be honnest. Thanks for the play and the feedback :)

Great tip, I didn't know that existed. Thanks!

Hey, I was wondering if anyone here can help me interpret the data I get from the profiler. The 'SetActiveArray' and 'CalculateNextGeneration' jobs are my own. However, I don't know what the processes 'Default World Unity.Entities.SimulationSystemGroup' or 'Default World RunSimulationSystem', or all those other ones are and why they are taking up so much time. It is also not clear to me why the jobs wait so long to start and why there is a gap between them; in the code, they are configured to run one after another.

If anyone who has more experience with this can give me some insights into what is going on, that would be much appreciated :) 

kr,

Liam