Aesouh

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id rather have a chapter menu and independent savegame location.
But we're not done with chapter one yet. :eek:

Also for savegame location, it's going to get moved in next release to a persistent location so that you dont have to transfer the save files manually every update. next update should be the last time you have to move them, after that its automatic.

/A
 

cold_arctus

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Sep 25, 2018
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Is there an Android version?
Have you seen a Ferrari engine inside a Smart (car)? :unsure: No?! Now, guess why! :LOL:

You can use the same logic for Unity engine and Android. (Ren'py use a different engine, which makes them easier to port to Android.)

I'm not saying it is impossible - because it is possible -, but to port a (unity) game to Android needs to be compiled different as to Linux or Mac.

Most mobile devices use a ARM-achitecture (CPU) and a PC/Laptop a x86-architecture (both CPU-architectures provide 32bit and 64bit support).

A port to Android at an early development stage like Timestamps is right now, is a waste of resources (time and money), so maybe after the game is finished and there is a profit in the mobile devices market, maybe then a an Android version will be available.

I really hope before we see an Android version, we will get a native Mac and Linux version of the game! :giggle: *dream*
 

Willowtree

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Dec 12, 2018
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Have you seen a Ferrari engine inside a Smart (car)? :unsure: No?! Now, guess why! :LOL:

You can use the same logic for Unity engine and Android. (Ren'py use a different engine, which makes them easier to port to Android.)

I'm not saying it is impossible - because it is possible -, but to port a (unity) game to Android needs to be compiled different as to Linux or Mac.

Most mobile devices use a ARM-achitecture (CPU) and a PC/Laptop a x86-architecture (both CPU-architectures provide 32bit and 64bit support).

A port to Android at an early development stage like Timestamps is right now, is a waste of resources (time and money), so maybe after the game is finished and there is a profit in the mobile devices market, maybe then a an Android version will be available.

I really hope before we see an Android version, we will get a native Mac and Linux version of the game! :giggle: *dream*

Really appreciate you answer, i did not know the difference. Thanks :)
 

fulcrum

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Feb 2, 2018
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unity is more plausible on android than renpy tbh. but its done on compile time, cant backport it afaik.
 

cold_arctus

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unity is more plausible on android than renpy tbh.
Really? I always thought it is the other way around, because you see mostly ren'py games getting an Android port and not Unity games. Is it easier to compile Python as C++ (or what ever unity use...)? :unsure:

*not a coder; just curious*
 

Aesouh

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Really? I always thought it is the other way around, because you see mostly ren'py games getting an Android port and not Unity games. Is it easier to compile Python as C++ (or what ever unity use...)? :unsure:

*not a coder; just curious*
If you make a very simple VN with simple features, oversized UI and low resolution artwork it is super easy to Port to Android but when you start putting in more advanced features it gets a lot crankier to work in other platforms. You can hear for example how web developers cheered when internet explorer 6 support died. Just a lot of extra hassle and with limited time and an unfinished engine, I will do it eventually, and I am capable, just struggling to do it now.

I do test things in Mac but it's a slow process right now


In regards to unity and renpy you can't really compare the two as they are not the same thing. You could compare renpy to fungus which is an asset for unity that is popular.
 

Aesouh

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A port to Linux would be faster :p *Just saying :whistle:*



Could this be done due to HTML5?
No it was just an example, this has nothing to do with HTML. Just saying that the situation is relatable, there's a lot of extra fiddly things, for example last time i checked there were a couple of things wrong with the mac version, it's been getting better with time, but the cursor is gigantic, and i couldnt see save files (i think this may be fixed now due to my updated path of save files, but it needs to be tested), and that's just a couple of things, there's also some other discrepancies between PC version and mac even if the code itself is identical. It's actually a surprisingly big game now, takes a lot of time to test and tweak, and also the fact that every time i need to test a new version on the mac i have to compile, transfer it over, then run it, every time
 
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Notretsam

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Oh that's all? Jesus the guy arguing above made it sound much worse LOL. Thanks for your reply.

Oh before I forget, is the game 3D? or 2D rendered images?
potentially could be worse if its tracking IP address of your computer , so it doesn't count you more than once in the 90 days developer said stats are stored for.

edit* should have added, developers have stated in first post its anonymous, so presume there not tracking ip addresses.
 

Aesouh

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potentially could be worse if its tracking IP address of your computer , so it doesn't count you more than once in the 90 days developer said stats are stored for.

edit* should have added, developers have stated in first post its anonymous, so presume there not tracking ip addresses.
You can read more about it here, we only get the so called "core usage data" and it was enabled by default for me after upgrading the unity version, nothing about behavioral data or onboarding, and since we don't monetize within the game in any sort of way with adds or micro transactions that whole component does nothing.

You can also see there screenshots of how the charts kinda look for me when i check the analytics, its super basic



"Core usage data
When you enable Analytics, Unity tracks core usage metrics on supported platforms without any effort or implementation on your part. These core metrics include:
  • New installs
  • Daily active users (DAU)
  • Monthly active users (MAU)
  • Total sessions
  • Sessions per user
  • Time spent in app
  • User Segments for Country and Platform
These are all good metrics to use to monitor the health of your game. They tell you how many people are installing your game, how often they play, and how long they stick with it. Many external factors also influence these numbers, but you should watch them for signs of problems that you can correct."
 

Notretsam

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You can read more about it here, we only get the so called "core usage data" and it was enabled by default for me after upgrading the unity version, nothing about behavioral data or onboarding, and since we don't monetize within the game in any sort of way with adds or micro transactions that whole component does nothing.

You can also see there screenshots of how the charts kinda look for me when i check the analytics, its super basic



"Core usage data
When you enable Analytics, Unity tracks core usage metrics on supported platforms without any effort or implementation on your part. These core metrics include:
  • New installs
  • Daily active users (DAU)
  • Monthly active users (MAU)
  • Total sessions
  • Sessions per user
  • Time spent in app
  • User Segments for Country and Platform
These are all good metrics to use to monitor the health of your game. They tell you how many people are installing your game, how often they play, and how long they stick with it. Many external factors also influence these numbers, but you should watch them for signs of problems that you can correct."
  • Daily active users (DAU)
  • Monthly active users (MAU)
for it to accurately track above active users, it has to differentiate between each user, so it must be tracking something unique to each user.

For example sake, lets say I play 12 times in the 90 day period, it would count me 12 times.

But if it stores something that is unique to me as a player/user, then it only count me 1 time in that 90 day period.

Typically the unique thing stats like this use is the ip address of computer, least web stats do, which to be honest, doesn't sound so anonymous really. however it does sound similar to basic web stats that websites collect, so all in all, it is harmless I believe.

Also if its not tracking something unique for each user, then stats for game are useless really, cause someone could play game once every day, and they be counted 90 times in that 90 day period, which would sorta defeat the purpose of you adding it to get accurate stats, doesn't appear like it doing that though.


I don't want people thinking am trying to cause trouble, I am concerned about d/l game with the tracking attached to game, so was curious what it actually is, and also, I do plan to use Unity to build up games after I learned more about daz studio

just a wandering mind who saw something shiny and wanted to know what the heck it is. :D
 
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Jansen

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Aesouh

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  • for it to accurately track above active users, it has to differentiate between each user, so it must be tracking something unique to each user.

For example sake, lets say I play 12 times in the 90 day period, it would count me 12 times.

But if it stores something that is unique to me as a player/user, then it only count me 1 time in that 90 day period.

Typically the unique thing stats like this use is the ip address of computer, least web stats do, which to be honest, doesn't sound so anonymous really. however it does sound similar to basic web stats that websites collect, so all in all, it is harmless I believe.
It doesn't necessarily have to store IP, actually IP isn't static to most people. In many cases they generate a unique ID for your computer, maybe by hashing something of your setup, and then use that as an ID, this would be totally anonymous and consistent. Obviously thought they have seen your IP at least once or used a service inbetween to just spit out your country, since they use basic geolocation to get the country out of your IP, which is super easy. After that i doubt they are re-doing the lookup.

For example i can't at all check in on a single user how long this have played and from what country, i cant for example say that i want to see who from UK has played the longest, and then check how often that person plays, its just all separated with no links to eachother.

Anyways this is not really related to the game itself, its taking too far offtopic, there is plenty to read up on analytics in unity, and the documentation if you care to do so.

:)
 

Notretsam

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It doesn't necessarily have to store IP, actually IP isn't static to most people. In many cases they generate a unique ID for your computer, maybe by hashing something of your setup, and then use that as an ID, this would be totally anonymous and consistent. Obviously thought they have seen your IP at least once or used a service inbetween to just spit out your country, since they use basic geolocation to get the country out of your IP, which is super easy. After that i doubt they are re-doing the lookup.

For example i can't at all check in on a single user how long this have played and from what country, i cant for example say that i want to see who from UK has played the longest, and then check how often that person plays, its just all separated with no links to eachother.

Anyways this is not really related to the game itself, its taking too far offtopic, there is plenty to read up on analytics in unity, and the documentation if you care to do so.

:)
yeah true, unity could create a unique ID on first time play and use that.

not really off topic and is related to game, as it part of your game, however don't have anything else to add to this specific convo, am done.
 
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