Wednesday, June 21, 2017

Unity3D: Stuck with Play Game Services plugin

Bananamarine game project has been progressing quite smoothly most of the time. But yesterday I ran into situation where Unity got stuck when I tried to add Google Play Game Services plugin to my project. I want to have at least leaderboard to my game, so leaving game services out was not an option.

Basically, plugin installation was successful, but after that all I got was a dialog window telling: "Getting list of installed Android packages". And tool was not responding anymore, even if I waited couple of hours.

I tried to search help for this problem using google, but there were not many hits to help me forward with this issue. Somehow I figured out that this was something related to the Android SDK version(s), so I decided to update my Android Studio installation first.

After Android Studio update I removed game services stuff from Unity project, updated SDK path to preferences, and tried to re-install plugin. But result was still the same: I got a dialog telling that Unity is collecting list of installed Android packages, and tool got stuck.

After some more searching I found this thread from Github:

Discussion was pointing out that some of the required SDKs were not necessarily installed by default with Android Studio setup, and updating SDK tools e.g. with SDK manager would be worth trying.

So I started Android Studio and tried what can be found there. And yes, at least Google Play Services SDK tools were totally missing from the installation. I selected it and some more SDK Platforms, and started update round.

When SDKs were updated I returned to Unity and removed game services plugin once again. Then I went to preferences and double-checked that SDK path is pointíng to the updated one. Now it was time to try plugin installation once more. And guess what: Now it seems to work perfectly!

I spent about 12 hours of time for exploring this issue, because I thought my setup was ok.

And what did I learn from this exercise? At least this: Keep your Android SDKs up-to-date, you moron! :)


Edit: It seems that after updating SDK I started to get "Unable to list target platforms" error messages, when trying to compile project to Android. The solution seems to be downgrading SDK Tools to version r25.2.3, as explained here:
I guess this same problem has been with Unity3D, Android Studio and Eclipse, to mention some.

Monday, June 19, 2017

Bananamarine update

Hello, guys!

Bananamarine project has progressed almost as planned, and release day is close. From gameplay point of view everything is roughtly done, only some polishing and finetuning is still on To-Do list. I guess most work still to be done is on UI and Google Play Store integration. Then we should be ready for launch. And yes, lots of intensive playtesting is required still.

Lots of work has also been done on side activities: We opened yesterday Bananamarine landing page, and Facebook page has also been active for several weeks.

There is also new playtesting video available at Youtube (embedded below). Please check it to see how game looks today.

I don't want to fix exact release day just right now, because this work is done on hobby basis. But current guess is the week after Midsummer (26th-30th June 2017). So please wait one more week for release. :)


Saturday, June 3, 2017

New project: "Bananamarine"

Hi for a long time!

Despite the silence WestSloth Games is alive and kickin'. :) I have been working on our next title for couple months, and now it seems that full release can be done within couple of weeks.

The name of the game is Bananamarine and currently we have plan to publish it only for Android devices. This will be our first game developed with Unity3D and C#.

Player will control small yellow submarine called "Bananamarine". There will be pearls to be collected and mines to be dodged. Also, a mixed selection of very special marine organisms are swimming in this game.

If interested, please check attached video from Bananamarine playtest. Basic functionality is working pretty fine and some features are still to be added. All graphics is drawn by me (unfortunately), so please don't mind so-called "coder-art". :)

That's all from us at the moment. Be prepared for full launch within June 2017!