The reason why the textures were so big in the build was because they weren't stored as file sizes in powers of 2 (64 x 64, 256 x 256, 512 x 512, etc.), and Unity's compression will only work on images of that size. By changing the actual texture to have equal width and height that's a power of 2, Unity's compression would then apply (changing the max size in Unity also achieves this, so long as the max size is shorter than the shortest dimension of the image). I would recommend looking at all the game's textures (trinket and weapon icons, character select icons, 3D model textures, etc.) to see if there are any more textures that aren't being compressed.
@@Conradical Just checking. It was specifically mentioned about the frames of animation in the characters when talking about the textures, so I figured I would just mention it. But I can't wait to mess around with the new character and the new Journey system, and I really can't wait to see what else you have in store for future updates.
How do you work on two games at the same time despite the fact that each project would require total dedication to it (at least that's my experience) ? How do you manage your time and not distract yourself while working on different topics (including youtube) ?
One main thing is that I try to re-use as much code as possible between them! If you watch my video titled "6 Months of Indie Game Development Progress | Devlog" from about 3 weeks ago, I think you can get a pretty good idea for how it works! In short, all games have their unique gameplay, but for the stuff that doesn't need to be unique (e.g. cutscene system, movement system, etc.) I have a pool of shared code! This is also just a personal thing, but working on multiple projects works really well with the way that I work because if I ever get stuck figuring something out, I can go work on something else and let the solution for the other problem marinate in my brain while still making progress towards my studio's success in general :)
I want to try the game but there is no demo and it’s still in early access, I read that it is very good and nice but I don’t know yet. I’m curious how long do you plan on updating the game, will there eventually be bigger updates like multiplayer. Love the devlogs, keep up the beautiful work!
There's no demo because since the game is being constantly updated through Early Access, it would take lots of resources to make sure the demo is also constantly updates :) We will have more updates, no multiplayer confirmed but other cool stuff is coming! 1.0 will be around the early middle of 2024, so we will be having large updates until then! Glad you hear you're enjoying the devlogs :D
@@Conradical I’ll probably buy it to try it out. I’ve seen your last project and I was disappointed of the situation that you were put in since I was waiting for the release but the game you are working on now looks amazing. Once I eventually get to it I’ll be sure to give my feedback.
In terms of the actual balancing, programming, and design thats all me :) I work with musicians and artists too though, like the music in this video is made by Tim and Kimmo, and the player characters are done by Tim (different Tim than music), and the NPCs are by Clay :)
I just LOVE your artstyle 💪❤
Thank you :)
Bro this art style is so good on the eyes and unique
Thank you :)
The reason why the textures were so big in the build was because they weren't stored as file sizes in powers of 2 (64 x 64, 256 x 256, 512 x 512, etc.), and Unity's compression will only work on images of that size. By changing the actual texture to have equal width and height that's a power of 2, Unity's compression would then apply (changing the max size in Unity also achieves this, so long as the max size is shorter than the shortest dimension of the image). I would recommend looking at all the game's textures (trinket and weapon icons, character select icons, 3D model textures, etc.) to see if there are any more textures that aren't being compressed.
Yep makes totaly sense, just hadn't realised till now! I have actually gone through and applied this to all relevant textures:)
@@Conradical Just checking. It was specifically mentioned about the frames of animation in the characters when talking about the textures, so I figured I would just mention it. But I can't wait to mess around with the new character and the new Journey system, and I really can't wait to see what else you have in store for future updates.
Just discovered! I love the Paper Mario art style. I have wishlisted as it’ll be next in line try out. Works on the SteamDeck?
Thank you so much! Yep, already works perfectly on Steam Deck and is actually my preferred way of playing :)
Loving the new environments! And the hub will probably make this game more dummy-proof, which is good for me personally! xD
Well this ain't nothing cause the next update has Act 3 and its music.... Wonder who made that one... 🤔
How do you work on two games at the same time despite the fact that each project would require total dedication to it (at least that's my experience) ? How do you manage your time and not distract yourself while working on different topics (including youtube) ?
One main thing is that I try to re-use as much code as possible between them! If you watch my video titled "6 Months of Indie Game Development Progress | Devlog" from about 3 weeks ago, I think you can get a pretty good idea for how it works! In short, all games have their unique gameplay, but for the stuff that doesn't need to be unique (e.g. cutscene system, movement system, etc.) I have a pool of shared code!
This is also just a personal thing, but working on multiple projects works really well with the way that I work because if I ever get stuck figuring something out, I can go work on something else and let the solution for the other problem marinate in my brain while still making progress towards my studio's success in general :)
wow this game is really lit❤🔥 I love the this
Thank you :)
I want to try the game but there is no demo and it’s still in early access, I read that it is very good and nice but I don’t know yet. I’m curious how long do you plan on updating the game, will there eventually be bigger updates like multiplayer. Love the devlogs, keep up the beautiful work!
There's no demo because since the game is being constantly updated through Early Access, it would take lots of resources to make sure the demo is also constantly updates :)
We will have more updates, no multiplayer confirmed but other cool stuff is coming! 1.0 will be around the early middle of 2024, so we will be having large updates until then! Glad you hear you're enjoying the devlogs :D
@@Conradical I’ll probably buy it to try it out. I’ve seen your last project and I was disappointed of the situation that you were put in since I was waiting for the release but the game you are working on now looks amazing. Once I eventually get to it I’ll be sure to give my feedback.
Sorry to see your sales haven't been very good
Not sure what you mean! The game has recouped and it's still just in Early Access with console versions coming out next year :)
imagine what its look like to do game devlogs in iran , like RL craft mod for minecraft😂😮❤
Is there any content that you didn't make yourself?
In terms of the actual balancing, programming, and design thats all me :) I work with musicians and artists too though, like the music in this video is made by Tim and Kimmo, and the player characters are done by Tim (different Tim than music), and the NPCs are by Clay :)