This app was mentioned in 15 comments, with an average of 1.40 upvotes
If its a prototype I would just use no assets at the moment and unity blocks. Maybe just change their color when they attack or have them shoot little spheres. Fiddling with assets can eat up a lot of dev time. Also just FYI I released a mobile RTS
https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST&hl=en
and Im not sure what yours is trying to be but I would be careful because I put a lot of time into it, and if I was in your position I would start with something much simpler. Also people want more casual type games on mobile so it can be difficult to get downloads, since RTS are more hardcore leaning. Also there are already quite a few of them on the store as well.
I was just going to post on here, but you may enjoy my game Crystal Legends. Its a MOBA-like RTS TD game. I was inspired by Dota and LOL to make it. You can get it here:
https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST
CRYSTAL LEGENDS RTS (For Android) > A FREE 3D real time strategy game where you control 3 heroes to defend your crystal against the invading enemy! Use a multitude of different spells, against several enemy types. Also fight gigantic bosses!! Choose from 3 classes of heroes: Warrior Archer and Mage. Its similar to games like Warcraft 3, DOTA, and League of Legends.
Get it FREE on Google Play here:
https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST
would love some feedback! im considering making the levels shorter so people wont be turned off by the 10 min it takes to beat a level sometimes
Thanks Guys
You can also change the name of your app at anytime in google play. It will be updates in a few hours. Try using SensorTower.com and they keyword research tool. Look for keywords related to your title with low difficulty and high search volume. Ive learned a lot about ASO when I released my game. Good luck sir!
-Also use other ASO tools to find where your app currently ranks in keywords, you can then use those keywords in your title and description to rank even higher. That's what I did for my game. Check it out here:
https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST
I think there is a button in the player settings before you build for android to optimize mesh data. Did you have that checked? If not, try checking that box and rebuilding. Also try saving your textures as different file types if possible. I was able to save for mobile using Photoshop that helped a lot. Save your audio files as MP3's, u can download a codec and change the file type using Audacity. Good luck!
You can see my game below. I was able to get it lower than 50mb.
https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST&hl=en
In my game you battle large bosses at the end of every level. You control 3 heroes so its not on a massive scale, but the bosses are huge :) Check it out
https://www.youtube.com/watch?v=qX4_h3AZd1w
https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST
Hey Nivyan, I made some fixes, but not many to the GUI. The zoom and screenshot are still there, but there is a lot krkthor asked for that I fixed. I also added a new hero. Check it out! :D
I did fix the health bars as you suggested though
https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST
Crystal Encounter RTS
Crystal Encounter RTS is a RTS/MOBA/Tower defense hybrid, where you defend your sacred crystal against the onslaught of enemies. Choose three different hero types each with their own skills and attacks. Each hero is very different! Fight different enemies with different properties and huge bosses!
DL it free for android here:
https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST
Indie DB : http://www.indiedb.com/games/crystal-legends-rts
Let me know what you think guys!
Hey guys, If you havent seen the video, what this does is makes it so you can tap and drag your camera on any mobile device! Just put this in the Update script of your Camera Operator! How the script works is it checks if the mouse button is down (duh) and then it takes the position of your mouse. It then begins creating a position for a drag, and tests if its outside an imaginary box i created with if statements. Once out of the box the camera will begin to move. The movement has acceleration based on how far you are outside the box. This is done by taking the difference of your swipePos and your dragPos. If you need any explanation let me know. I hope someone will try to use it and let me know how it goes.
BTW the game in the video is my mobile game Crystal Encounter RTS. Its free on android here: https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST
This code is going to be included in the next update because people hated the camera joystick ;D
void Update () {
if (Input.GetMouseButtonDown (0) && MouseButtonDown==false) { //checks if mouse button is down
swipePos = Input.mousePosition; //gets the mouse or finger position print ("the swipe position is:" + swipePos); MouseButtonDown = true; cameraMoving=false; //this is used to tell if the camera is being moved } if (Input.GetMouseButtonUp (0)) { //this is for ending the movement when finger released MouseButtonDown = false; //cameraMoving=false; dragPos = swipePos; //sets the final drag position to the mouse position so movement doesnt continue }
if (MouseButtonDown==true) { dragPos = Input.mousePosition; //gets current mouse pos print ("the drag position is:" + dragPos);
if(swipePos.x < dragPos.x - Screen.width/15){ //this creates an imaginary box of screen.width/10xscreen.width/10 //so it scales per device cameraMoving=true;//says the camera is moving this.transform.position -= new Vector3((dragPos.x - swipePos.x)/(Screen.width/2.5f),0,0); //this moves the camera }
if(swipePos.x > dragPos.x + Screen.width/15){ cameraMoving=true; this.transform.position += new Vector3((swipePos.x - dragPos.x)/(Screen.width/2.5f),0,0); }
if(swipePos.y > dragPos.y + Screen.width/15){ cameraMoving=true; this.transform.position += new Vector3(0,0,(swipePos.y - dragPos.y)/(Screen.width/2.5f)); }
if(swipePos.y < dragPos.y - Screen.width/15){ cameraMoving=true; this.transform.position -= new Vector3(0,0,(dragPos.y - swipePos.y)/(Screen.width/2.5f)); }
} }
Hey Guys,
Here is the code for detecting enemies off screen. Here is a little explanation of what it does. First it cycles through all my enemies and checks if they are alive, if they are it goes to the next part which is determining their distance. In worldtoviewpoint coordinates if x>1 or <0 then an enemy is offscreen, same goes for Y. Then we calculate the enemy worldtoscreenpoint which will give us the 2d coordinates in x and y of where the enemy is relative to the camera. Then we have a bunch of if statements which will draw the enemy icon on the screen depending on where the enemy is located on the map.
I used this is my game Crystal Encounter RTS, a Free mobile RTS game for android. If you want to check it out in action, go to:
https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST
Thanks guys!!
if (drawEnemiesOnMap == true) { //detects if there are enemies on screen or off screen for (int i=0; i< EnemySpawn.enemyList.Count; i++) { //loops through list of units
if (EnemySpawn.enemyList [i] == null || EnemySpawn.enemyList [i].GetComponent<Enemy> ().EnemyAlive == false) { //if null
continue; //skip that unit // print ("for warriror enemy list is coming up as null"); } else { //to check if enemy is on screen enemyDistanceList [i] = camera.WorldToViewportPoint (EnemySpawn.enemyList [i].transform.position); //to check if enemy is offscreen and get the coordinates enemyWorldToScreenPoint [i] = Camera.main.WorldToScreenPoint (EnemySpawn.enemyList [i].transform.position); //to get the enemies world screen to point coordinates
if (enemyDistanceList [i].x > 0f && enemyDistanceList [i].x < 1 && enemyDistanceList [i].y > 0 && enemyDistanceList [i].y < 1 && enemyDistanceList [i].z > 0) {
//print ("enemy " + EnemySpawn.enemyList [i] + "is visible by camera"); } //this draws the icon on the sides of the screen if (enemyDistanceList [i].x > 1) { GUI.DrawTexture (new Rect (Screen.width - EnemySymbol.width, Screen.height - enemyWorldToScreenPoint [i].y, iconWidth/2,iconHeight/2), EnemySymbol);
} if (enemyDistanceList [i].x < 0) { GUI.DrawTexture (new Rect (0, Screen.height - enemyWorldToScreenPoint [i].y, iconWidth/2,iconHeight/2), EnemySymbol);
}
if (enemyDistanceList [i].y > 1) {
GUI.DrawTexture (new Rect (enemyWorldToScreenPoint [i].x, 0, iconWidth/2,iconHeight/2), EnemySymbol);
}
if (enemyDistanceList [i].y < 0) {
GUI.DrawTexture (new Rect (enemyWorldToScreenPoint [i].x, Screen.height - EnemySymbol.height, iconWidth/2,iconHeight/2), EnemySymbol);
} } } //detects if there are enemies on screen end! }
https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST
You can play it here now :)
Hey Krkthor, I made a lot of the fixes you suggested. Take a look at the updated game and lemme know what u thinK!
https://play.google.com/store/apps/details?id=com.Camtronius.RTSTEST