Bring Me Cakes. Red Riding Hood Puzzle


#21

What kind of products will you be selling? Will you do any server side validation of receipts? Will you keep track of user inventory on the backend or will all of the bookkeeping be done in the client?

A call to iap.restore() will restore any non-consumable items. The iap listener will be invoked with iap.TRANS_STATE_RESTORED for each product that is restored.


Restore purchase (DEF-2738) SOLVED
#22

Cool, thanks.
For now all IAP code on client side.
We will have few non-consumable items but for now all items consumable.
I dont want to do server, but I think I should for a progress save and sync.


#23

You should look into PlayFab. It would fit very well with persisted user progress and similar. They also have receipt validation for iOS and Google Play.


#24

Biggest changes last month:

  • added alternative way for a first chapter with the easier levels (it is 19 new levels)

  • fully finished sound design and music for the game.

And, of course, many small things and fixes (including prepare for GDC Competition).


#25

Optimisation is one of final step of game development.
But after @Mattias_Hedberg post, I tried to optimize one of scene.

It’s the shop collection, with 3 tabs. All made in gui.


fist tab with particles and a spine animation. Other just boxes and text nodes.
And results:
1st tab:
before: 24 draw calls
after: 7 draw calls

2nd tab
before: 45 draw calls
after: 2 draw calls

3rd tab
before: 48 draw calls
after: 2 draw calls

The main tricks are:

and Layers.

One more thanks @Mattias_Hedberg !!!

And I continue my optimisations with other scenes =)


Interpreting the visual profiler information
How to "merge" sprites in defold
#26

Wow, nice optimisations!


#27

Haha, that’s fantastic! Great job @AGulev, and super useful post @Mattias_Hedberg!


#28

Last week we are worked on prepairing to GDC - it is many works with materials and other non game development things.

But we made few interesting things too.

I am finished with performance optimisation. One more achievement is optimize main scene of first world from 160-170 drawcals to 10-12 drawcals. This was made possible by replacing software tint trees to tint and save textures of trees.

We finished with levels of third world and many other small things.

Also we made small playable demo with uniqe 8 levels (final game has other first levels):
http://bring-me-cakes.com/demo/ (but I can’t edit main post to add this link :frowning: )


#29

How did you animate the girl?
Is it Spine “pseudo” 3D or real 3D renders?


#30

It is 2d and spine.

Our animator’s article about it
https://habrahabr.ru/post/315950/ (in russian)


#31

I’ve added the link to the main post for you. Why couldn’t you edit the main post btw?


#32

This is the first time that I’m playing Bring me Cakes and I must say that it looks and plays great. You guys have done a fantastic job and I’m sure the finished product will be a really great game.


#33

It’s some protection for old posts or posts with many edits, I don’t know exactly.

Thank you! :blush:


#34

There’s a 60 day limit to editing old posts in the Discourse settings. I’m removing that now.


#35

Just played through the demo levels. More please! I love this!


#36

Thank you! =))


#37

Really nice!

Tried to test on Safari for iOS, but unfortunately the screen does not scale well. I know it’s not officially supported by Defold but it would be great in the future.


#38

Thank you.

I made scaling of canvas size by javascript in index.html and dmloader.js.
I did not expect to mobiles. Only for a desktop.


#39

Great work @AGulev! Did you notice a performance gain?

Lovely game! Looking forward to some trickier levels :smiley:


#40

Thank you!
Yes, especially in html5 and on old android devices.

Nice to hear! Full version already has much trickier levels =)