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A member registered Mar 31, 2016 · View creator page →

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Thanks for playing! The inventory (Tab) has all the items and Logs you collect. You can easily read them again there, sorry that it was unclear.

Thanks, yeah there was a few issues last minute and a bit more direction would of been good.

Pixel Farmer

Genre: Construction and management simulation
A farm building game, grow crops and harvest them before they go out of season, hire more farmers and expand your farm! Been developed primarily myself and additional work done by 2 friends.

Screenshots:

  


Aug 07 -

I figured now that I've got a basic game running although not loop complete, I could show off a couple of shots of the progress. Pixel Farmer is a game based around the idea of running an expanding farm. Hiring farmers to increase your efficiency and handle more crops. Right now you can choose and tell your farmers where to plant crops, they will walk over, till the soil, sow, then water the plants. Every day plants need watering and you've got a limit window to grow seasonal plants so its a bit of a balancing act of how you use your time.

Still got to implement structure building and selling your plants. If there is still enough time left we're going to add farm Animals and if there is even more time left, using your crops and resources to produce products such as carton of milk or canned goods.

Its been really fun working within the constraints of the 64x64 window, coming up with artwork that is easily understood while not covering the screen with UI elements.

Hey Guys,
So far everyone's kind of come up with ways to do things in Unity but never really touch on the power of two resolution issue, so I'm posting my solution.

Auto Resolution: Download
So what the script does is if the screen height resolution isn't the power of two it loops down until a power of two number is reached, this works in windowed mode on the fly but I haven't made it update for full screen yet. But if you choose a higher than 1024 and full screen in the launcher it works fine. The idea being it always enforces the pixels on screen to be perfectly square at all resolutions.

Auto Resolution Note: You'll need something that deals with the 1:1 Aspect Ratio, I use Aspect Ratio Enforcer and it works perfectly. Also if you have a 1080p screen and it only appears at 512 when you maximize its because the window intersects with your task bar at the bottom of the screen.

So I've spent my whole day working out how to set this all up before even reading anything here. Every way seems to come with positives and negatives (Pixels and movement), the render texture technique seems good at first then you move around and pixels will disappear and reappear regardless of settings so that kind of killed that for me. I have a new way I'm going to setup that involves snapping the camera and the player visuals to the nearest int but have the actual player gameobject move around freely using Rigidbody2D, this allows the use of Physics built into Unity and not having to reinvent the wheel while retaining a solid pixel perfect feel. I'll could try to release my scripts if people are interested.