The Game Play itself is working well with Unity on my MAC and plays good on version 5.6.4 on MAC the login is currently not working on MAC at all whereas it works fine on the Windows build although it needs a login now for Windows set up manually. This works well on Windows so I will leave it on that build. Elven Magic 2. On this version I will need a IP and MAC address so i can disable or block accounts. Pritty much everyone uses Windows for games anyway so i will only support Login on Windows for now. There is currently no chat system or messages at this time anyway.
This Project is working well with the Windows Build, firstly I will explain why there is a windows build and a mac build, this is because not all assets work with each other, in this case the new ones that work in this project are the camera view and this doesnt work on my MAC unity because its version 5.3, and windows is 5.6.4, I will now use 5.6.4 for MAC and see if i can put that project on my MAC. The issue previously with the terrain assets is not working on windows and only works on MAC on the same version 5.3 for both, so they don’t always work on the same version on both platforms. I guess we should all just go out and buy a MAC now. Although you wouldn’t really know if you don’t have a MAC in the first place, or would you!
My Diablo Scene is now working well on the new terrain and spell effects are working on this top-down view. I have a chest in the scene which can be lockpicked and open although the lockpick doesnt look right in this view but is still usable. and works better as the view doesnt obstruct the key movements as it did on the 3D view. Possibly a fix for this would be to change the keys assigned to the lockpick scene.
I can now confirm that Elven Magic Pro Works with my new Terrain Assets and Elven Magic SE Doesn’t, it has a bug on both windows and mac in Elven Magic SE. The Terrain assets are although designed so they can be removed and the terrain still works to its maximum quality which doesn’t look anywhere near as good as Elven Magic Pro. EMSE builds continuously due to baking. The workaround on MAC was to remove all the new assets and just keep the terrain on the scene. Now trying to use the Water Asset to at least see if that works without the main Terrain Asset.
The Terrain scene looks good and works with water on it and it even reflects with graphics beyond that of most 3D games offer. It works on compile. Windows doesn’t accept the new plugins for 5.3 so i’ve reverted it back without the updates. It’s so far taken 3 days to build on mac which may indicate its not working. The errors don’t stop it from initially starting the build.
I will generally have a scene and put in a portal to another new map provided there are no terrains on it, hopefully any scenes will be without a map initially so I can improve on it, the terrain will also generate water which worked fine in 5.6.4 and will so far work for 5.3 although I don’t have the water on it at this stage. It builds fine though.
Today I put in a map and moved the portal to it in unity 3D The Map works well in unity 5.6.4 but not in unity 5.3. It does allow me to move seamlessly through the portal to another plane but in unity 5.3 just to a terrain with grass that moves from my vegitation assets.
The next feature & addition will be space travel and portals to other planets.
Due to the robust inventory system this build also autosaves the inventory in each game and on all scenes. ATM Unity 5.3 which I upgraded from 5.1.1 doesnt a save feature. I thought Iwould just say the newer version is a follow on from that and arrange the inventory at the start scene with all from the previous version.
My old Mac version of the game is building now and the first build from unity 5.3 is on the site Downloads called Elven Magic SE this one is in the Sahara Desert and has a portal, next step is to add things from the Blacksmiths Asset and hopefully get some scenes which will also make the build bigger. All effects are working with this version of the game. It does not have any targets at this stage which will be implemented in the next build.