So you can now play the game through the web build on android phones


It had been a really long time since I did an android build, so I figured I'd crank one out and make sure it still works, well while on the site on my phone I noticed I could try the web build... and holy crap it actually worked. Had to fix some bugs but now at any time anyone with an android phone can try SeaCrit just by surfing to this website and clicking a button, and I think that's pretty cool. If i'm ever out and about by some rare miracle and someone wants to see the game, i can show it on the phone. Shout out to Unity for getting all that up and running, not sure when it happened since i haven't fucked around with phones and seacrit for over a year.

Got feedback from my two core testers today for the first time in a very long time. At first the feedback was pretty  dreary, but I made some changes to movement and they started to like it better. It really helps to get outside feedback because you learn things that you would have never thought. Like they enjoyed the neat looking armor and hats more than new weapons, so i'm going to spend a bit of time to make cool looking outfits and armor with unique movement and sizes and doodads on them.

Weird day, planned on taking a day off but ended up spending many hours solving input bugs for new platforms and solving random issues. The hours just fly by fixing msc stuff in gamedev. I got 2 buttons and revamped some embarassing code from years ago for enabling depth of field and shadows. Also sorted a hugely impactful bug that made framerate go to crap in fullscreen mode with anti aliasing on.

There are a billion and a half things to do but I'm going to-

-Bit of a non sequitur really quick. I forgot why, but while typing this blog I decided to check the music manager that's been in this game for about 4 years no, created by coders long gone. Holy shit there was a massive bug causing it to populate itself with TONS of music tracks and never eliminating them. I don't know how performance intensive hundreds of music tracks are at 0 volume, if the system automatically stops playing them (I'd imagine it would) but anyhow this is kind of a big deal since i've long suspected there was something terribly wrong with the system and I think I was just able to fix it. It was a massive headache because it uses coroutines and Unity was getting angry at me for destroying things the frame they reached volume 0, but I did a tiny workaround and it works now.

I should note that I knew so little about code at the start of this project and I was so poor at running things that I had no idea if the sound manager was custom made for this game, or if the scripts were created by Unity and part of the engine. Good lord sometimes I really question wtf i'm doing. I'm looking back on making posts about music not looping on message boards and trying to find answers to severe sound issues I was experiencing and I wonder how much of a performance hit this has had on the project since its inception... Going to try a web build and see if the non repeating music issue i've had is finally solved...

New bug rearing it's head where every time you touch for input with a phone, you get a single frame of really bad performance, it's always something...

Really weird day of dev, but I'm really stoked to have the web version of the game running on phones, and also to have finally pinned down this sound issue that has haunted me like a damned ghost for years.

Days like this I feel simultaneously pretty decent at gamedev and absolutely inept. Schrodinger's short bus.

Get SeaCrit

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