Update 0.7.0 - WebGL, Standalone, Android


Lots of progress, lots of stuff.

After finally fixing all of the WebGL build's shortcomings (mainly by fully implementing the fallback blood effect and some input stuff) and getting rid of an old dll for controller & vibration stuff, I got to work on all the other builds again. The new standalone (Windows & Linux) builds are probably the most stable builds of this game. I would also have build for macOS, though that is currently impossible as I am only developing on IL2CPP, and a Mac build on that backend requires me to actually build on a Mac (stupid, as the Linux IL2CPP build only requires a compilation toolchain package for building on Windows). As for the reason why I decided to stick to IL2CPP on all builds (instead of Unity's default backend "Mono"): Building for WebGL and arm64 Android requires IL2CPP and as I focus on these platforms, plus the time it takes to switch between the backends, I thought that this would be the most convenient option.

Regarding the new blood particle effect: I decided to default to it on all builds, as it seems more performant (though you can still change back to the old VFX in the settings). Some visual tweaks, like a custom cursor were also added.

That's it. Now I can get back to optimizing performance for potatoe pcs & potatoe phones (& potatoe tablets).

Files

hoppyendgame-android_arm64.apk 103 MB
Version 0.7.0 84 days ago
hoppyendgame-linux_x86_64.zip 129 MB
Version 0.7.0 84 days ago
hoppyendgame-windows_x64.zip 128 MB
Version 0.7.0 84 days ago
hoppyendgame-webgl.zip Play in browser
Version 0.7.0 84 days ago

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