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Geek Culture / Unity to Get Official 2D Game Support and a Built-In Ad Solution

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xCept
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Posted: 29th Aug 2013 00:46 Edited at: 29th Aug 2013 00:46
Unity Game Engine To Get Official 2D Game Support And A Built-In Ad Solution

Unity, the increasingly popular “build once, run anywhere” 3D game engine, is going 2D.

At the company’s UNITE conference in Vancouver this morning, CEO David Helgason announced three things: official support for 2D game development, a built-in advertising service called Unity Cloud, and a new game publishing arm of the company, Unity Games.

If you’re unfamiliar with Unity, here are the basics: You build your game in Unity’s editor, and can then publish it to many, many platforms with minimal modification. It currently supports iPhone, Android, BlackBerry 10, Windows/Windows Phone, OS X, Linux, their browser-based web player, and all of the current/next-gen consoles (though you’d still need to work with each console maker for the rights to publish on those).

In terms of popularity, Unity says they’re seeing 100 Unity-based apps installed on mobile handsets per second. That’s just shy of 10 million installs per day.



Full Story: http://techcrunch.com/2013/08/28/unity-game-engine-to-get-official-2d-game-support-and-a-built-in-ad-service/
xCatalyst
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Location: Pittsburgh, PA
Posted: 29th Aug 2013 03:06
Finally! Woo, this is exciting news

greenlig
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Posted: 29th Aug 2013 03:35
THIS is why App Game Kit needs a web-based build option. Unity WebPlayer, while not everywhere, is a fantastic option for getting your work in front of people QUICKLY and pervasively. It's not enough to target the (dying) mobile markets, you need to get eyes on the product with as little effort as possible. There is NOTHING nearly as good for testing or awareness like putting stuff on the web.

App Game Kit is a great option for 2D apps, but it is selling itself very short by avoiding web options. This announcement is really, really smart from Unity.

ZacDuff.com
Indicium
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Posted: 29th Aug 2013 03:56
Dying mobile markets?


They see me coding, they hating. http://indi-indicium.blogspot.co.uk/
greenlig
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Posted: 29th Aug 2013 05:59
Getting into the mobile markets with a videogame is just prohibitively expensive now. You can certainly create a game for iOS/Android with little more than $150, but due to the ridiculous amounts of money that go into marketing from the bigger companies, the likleyhood of success is very small. There are still niche markets to be serviced, but getting noise costs money, and those with the most money are making all the noise.

Ridiculous Fishing is a notable exception, although I am not sure of it's financial success. It did start as a flash, however. Vlambeer do a fantastic job of validating their ideas through playtesting.

If AppGameKit had that web build option, you could throw your idea up on the forum here, or other places like Kongregate, Newgrounds, etc, and find out if your game resonates with people like you want it to.

ZacDuff.com
easter bunny
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Posted: 29th Aug 2013 06:45
Quote: "Getting into the mobile markets with a videogame is just prohibitively expensive now. You can certainly create a game for iOS/Android with little more than $150, but due to the ridiculous amounts of money that go into marketing from the bigger companies, the likleyhood of success is very small. There are still niche markets to be serviced, but getting noise costs money, and those with the most money are making all the noise.

Ridiculous Fishing is a notable exception, although I am not sure of it's financial success. It did start as a flash, however. Vlambeer do a fantastic job of validating their ideas through playtesting.

If AppGameKit had that web build option, you could throw your idea up on the forum here, or other places like Kongregate, Newgrounds, etc, and find out if your game resonates with people like you want it to."

Apparently Blackberry Appworld doesn't have many apps on it and it's fairly easy to get lots of installs
On Google Play, Neon Bunneiz has just reached the 100 installs mark after around 1 and a half weeks, this is with me doing lots of posting on forums, trading reviews with other developers, advertising in my other apps, my sig, etc.
But, while Dodge those Balls was on iOS (it was removed because it didn't work on iPod touch devices), it got over 3000 installs in the first 3 days, it totaled out at 6000 before it was removed after a few weeks, this was with a huge number of bad reviews from angry iPod owners. It still has around 100 people play it each day though.
And, Dodge those Balls will be back on iOS soon!


The NEW, awesomest app on Google Play
greenlig
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Posted: 29th Aug 2013 07:17
Your numbers are really good, and heartening, but is it something that can sustain you or a company financially? There's a studio here in Melbourne that got an app in the top 10 on iOS for a few weeks, which is no small feat, and can really sustain and grow a business. The thing is, they put $500k into marketing and advertising. It's silly money, but to make the noise they needed, it had to be spent.

That thread on the Blackberry stuff is interesting. I'd love to see that information broken down a bit more.

I guess there are a lot of people here making games as a hobby, which is fantastic. Your install numbers are great, and it's a wonderful feeling to know that your game, regardless of the bugs, was seen by over 6000 people But I'd be wary when looking at mobile devices as a good way to make money when you are a small/single developer. You need to do a lot right, or have a lot of money.

Maybe I am a little jaded and am listening to the wrong crowd of developers, but all I am hearing is that the mobile market isn't as viable for small developers as it once was, and it aint getting any prettier!

ZacDuff.com
Chris Tate
DBPro Master
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Posted: 29th Aug 2013 09:13
Reminds me of the www boom.

mr Handy
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Posted: 29th Aug 2013 13:40
Quote: "Unity, the increasingly popular “build once, run anywhere” 3D game engine, is going 2D."

Thank you mr. Lee Bamber for your regular DBPro support.

MrValentine
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Posted: 30th Aug 2013 11:48
[failed troll effort]

Quote: "Dying mobile markets?"


Considering a former forum member had not a clue what these were according to said person, these do not exist lol

[/failed troll effort]

Back on topic...

I wonder how much work goes into making such engines... also can someone confirm or point out the underlying framework for the browser system, I find it more useful for us to Crowd Source Research [CSR as I call it] and provide this data to TGC or whoever it concerns, instead of ranting about them not making an effort... [Well my view entirely] If we can collate everything surrounding this process [And as FE already showed TGC have an idea of how to use WebGL] but I do believe if I recall correctly that Unity's web player was a system installed plugin which the end users had to download and install before playing anything in the browser and this also worked in IE [I am talking 2010/11 here {the last time I played with that stuff, So I could be wrong here}], there are many factors to this working, including other business factors...

Regarding Unity, they are making headway and I reckon it can compare to Unreal Engine sometime in the future sooner than later, and I think Unreal does not support 2D so this is an edge for Unity indeed...

Discuss...

Seppuku Arts
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Location: Cambridgeshire, England
Posted: 30th Aug 2013 13:51
Quote: "On Google Play, Neon Bunneiz has just reached the 100 installs mark after around 1 and a half weeks, this is with me doing lots of posting on forums, trading reviews with other developers, advertising in my other apps, my sig, etc."


Here, have another.


Anyhow, this update seems pretty cool.

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