As you know we’re doing a nice event at King office in London on March 30. And we’ve [almost] secured a live-stream and a recording. The event would feature a Defold team member, a King’s Defold user and an indie Defold user - probably best ever setup to ask all kind of questions and get good answers.
Here’s Defold London event agenda to save you a click:
385 days since Defold went public
Report on Defold market position, comparison with other game engines (like Unity and Cocos), review of shipped games and insight into the roadmap.
Lessons learned from building a Saga with Defold
How to architect a game with Defold and how it compares with other game engines. Features a bonus demo of 3D features of Defold.
Guest speaker
Connor Halford, the developer of Hook, Line and Thinker indie game will share his hands-on and unbiased experience of getting started with Defold.
A.M.A.
< placeholder for your ask me anything questions >
So what’s on your mind? What exactly you would ask Defold team or users? Put your questions to this thread and I’ll pick top liked for the Q&A session of the event.
How to achive small game size? By what resolution artist draw images? How to compress all assets, and don’t lose too much quality(images,sounds and etc)?
hmmm… interesting take on the opportunity. But @d954mas your questions are so game specific on one point and game tech irrelevant on another point, that I am not sure a game engine team is the best to ask here. Or am I missing something?
I’ll consult with Fredrik from Blossom Blast Saga team, if he’d take this question.
Yes, it is big question. I can rephrase it. What technics(file formats) was used in Blossom Blast Saga, to reduce game size? I knew some ways to do that, but i interested in experince from another teams.
Thank you! Can I also ask: how does the message passing system in Defold work - is it a better way to sculpt the game, does it make it easier to maintain? Will P.C.G and line/curve drawing ever become more supported in Defold?