Konami? Lazy? Say it isn't so!Exactly. Unity is a great engine. If the game doesn't perform well, it's the dev's fault for being lazy.
Konami? Lazy? Say it isn't so!Exactly. Unity is a great engine. If the game doesn't perform well, it's the dev's fault for being lazy.
Well to some extent an engine choice does affect "optimization". On the one hand, obviously, by how well optimized its algorithms, data structures etc. are, but also by which kind of development practices it encourages.I imagine people that say this to expect the engine to do the optimizing for the devs.
I'm glad someone said this.
Unity is perfectly capable of producing games that run fine at 60fps. If a game runs like shit it should be blamed on the developer, not the engine.
"Oh it's made in Unity, it must be shit" is the "Oh it was made in Flash, it must be shit" of this generation and I'm sick of it.
When you have countless examples of Unity games running bad, with a few exceptions, it is hard not to blame the engine.
Latest Unity versions improved multithreading etc so better performanceThat explain lot of things.
.
We are going to need another example.
Konami? Lazy? Say it isn't so!
Not that I'm trying to defend a 30fps Bomberman, but when people use the "Unity is shit" blanket statement I think of Assault Android Cactus.
HexaDrive is a good studio though.
From my experience (mainly a C++ game programmer, but I've worked on Unity before), Unity has some questionable engine design choices (single threaded scripting, garbage collection, poor support for hotfixes) that unsuspecting developers will fall into these traps and then difficult to fix in later stages of development, while Unity proclaims itself to be easy to use. It is not. It is full of pitfalls.
I wouldn't put the blame on anyone's technical skills.
That is both wrong, and a sad state of affairs.
When you have countless examples of people who understand nothing about engines and games constantly talking about engines and games, you get people blaming the wrong thing.
It's a pretty simple concept: engines are not the primary source of game quality, developers are. Conversation over forever.
HexaDrive is a good studio though.
From my experience (mainly a C++ game programmer, but I've worked on Unity before), Unity has some questionable engine design choices (single threaded scripting, garbage collection, poor support for hotfixes) that unsuspecting developers will fall into these traps and then difficult to fix in later stages of development, while Unity proclaims itself to be easy to use. It is not. It is full of pitfalls.
I wouldn't put the blame on anyone's technical skills.
They are. But I don't think they have control on technical and design decisions, that's probably up to Konami, which in itself explains a lot.
Unity has multithread support now, added last year.
I'm pretty sure I bought Bomberman '93 on the Wii vc way back when.
They just released Bomberman 94 on the Wii U VC.
I don't expect the game to bomb that much. It's got the safety net of being a launch day game so more people are going to buy it just to have a game on the Switch; and as far as day one goes it's probably the one game, alongside Zelda, that's going to stick out to customers the most, especially with that vivid cover. The name has something of a legacy and nostalgic hint behind it and everything's aligned for a fairly modest performance.
What I will say is that I wouldn't be surprised if Konami realized this themselves and used it as an excuse to not put in maximum effort. It'll likely perform well within the budget it was given. I'm actually expecting the game to be fairly good in terms of content, but I can see some performance elements leaving a bit to be desired.
Such a no brainer. Whoever made the decision to build a new code base made a huge mistake.Considering it struggles for 30fps I wish it didn't.
Would rather they use the engine used for the Bomberman games on 360/PS3/Wii.
Also has like 15 seconds loading screens2017. Bomberman can't run at 60fps. Noice.
2017. Bomberman can't run at 60fps. Noice.
Oh believe me, this isn't surprising at all lmao.
I'm no programmer or dev, so I'd really like it if someone with experience with game development and Unity could make a thread trying to explain what's the deal with this engine. I've seen great examples of games with good performance made on Unity and running at steady 60fps on consoles like Assault Android Cactus, but most of my experiences with the engine come from terribly optimized/ugly indie or low budget games, to the point that whenever something indie looks ugly or seems to have bad performance, people guess it's made on Unity and they end up being right.
Hell, yesterday we had a thread about this game, and I remember someone saying that the bad visuals and disappointing 30fps gameplay probably meant it used Unity... and now this pops up lmao.
.2017. We're lucky to have Bomberman at all.
I wonder what happened to Hexaengine.
Is it a complete engine with data/level pipeline or is it just a renderer? All they did in recent years are just ports right?
It's a complete engine that they even licensed to Game Republic back in the PS3/360 days for their games. They retrofitted the engine a bit and used it for Type-0 HD on PS4/PC. It's basically a last-gen engine, but... I wouldn't think that would get in the way of Super Bomberman R.
Oh believe me, this isn't surprising at all lmao.
I'm no programmer or dev, so I'd really like it if someone with experience with game development and Unity could make a thread trying to explain what's the deal with this engine. I've seen great examples of games with good performance made on Unity and running at steady 60fps on consoles like Assault Android Cactus, but most of my experiences with the engine come from terribly optimized/ugly indie or low budget games, to the point that whenever something indie looks ugly or seems to have bad performance, people guess it's made on Unity and they end up being right.
Hell, yesterday we had a thread about this game, and I remember someone saying that the bad visuals and disappointing 30fps gameplay probably meant it used Unity... and now this pops up lmao.
Wow I didn't know this. Thanks!
Now I can't imagine Unity being a cheaper option than this.
Is it still 720p while docked? If so I wonder what resolution and frame rate it runs at -- or what it looks like in general -- in handheld mode =/
Working with Unity on a game at the moment. Can confirm its Konami's fault.
Not that I'm trying to defend a 30fps Bomberman, but when people use the "Unity is shit" blanket statement I think of Assault Android Cactus.
Where is this "runs like shit" narrative coming from???Konami you cheap motherfuckers
Game runs and looks like shit.
Is this going to suck? I pre-ordered it but haven't looked at it at all because I figure they can't fuck up something simple like this.
It's a pretty simple concept: engines are not the primary source of game quality, developers are. Conversation over forever.
Where is this "runs like shit" narrative coming from???
I've seen many a video.
It's 30 fps.
But please show this "running like shit".
Unity can be really good and beautiful engine when effort is put into it
Unity can be really good and beautiful engine when effort is put into it
http://stardock.cachefly.net/www_offworldtrading_com-assets/media/ss/042516/OTC_Release_Colony.jpg[/img+][/QUOTE]
Interesting art, what game is it?
IIRC, I've read it runs in between 900p and 1080p when docked. I don't remember what the exact number is.Is it still 720p while docked? If so I wonder what resolution and frame rate it runs at -- or what it looks like in general -- in handheld mode =/
Pretty much this. It's not the engine, but the team behind it that makes a difference. And I bet my bottom dollar that a more competent or dedicated team could get Super Bomberman R running at 60FPS with shorter load times when the same thing had been done with the Wii version.
Unity can be really good and beautiful engine when effort is put into it