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Gaming DNS

برای استفاده از «الکترو» کافیه DNS رو روی این IP ها تنظیم کنید
برای کپی روی هرکدام از دی ان اس کلیک کنید


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رفع تحریم
انواع سایت ها و برنامه ها و بازی ها در انواع پلتفرم ها رفع تحریم می شوند و به راحتی با یک کلیک قابل استفاده هستند
رابط کاربری ساده
رابط کاربری ساده ولی در عین حال کاربردی که براحتی می توانید از برنامه استفاده نمایید

Malevolent Planet Unity2d Day1 To Day3 Public Fixed ❲TOP❳

Interface pattern verified with decoupling between hazards and player stats. Real-time health depletion operational within toxic zones. Day 3: UI Feedback, Polish, and Public Build Optimization

: In public demos, saving might be restricted or "locked" during certain teleportation scenes to prevent loading bugs that could occur in the full build.

This guide provides a comprehensive overview of the early development phase ("Day 1 to Day 3") for the Unity 2D game project, . We will focus on establishing the core game mechanics, setting up the environment, implementing character movement, and addressing the initial "public fixed" build requirements—ensuring a playable prototype.

Next, implement a public, bug-fixed health script on the player ( PlayerHealth.cs ): malevolent planet unity2d day1 to day3 public fixed

This release cycle demonstrates the direct feedback loop of indie development: encountering a major performance bottleneck (the lighting system), fixing it, and then distributing that fix to the public in a themed release.

For developers looking at Malevolent Planet as a case study, here is a shortlist of the most critical implemented from Day 1 to Day 3:

Engage with NPCs in the bar. Be careful with "Blackmailing" encounters; some players report combat locks if specific "caress" options aren't used, though recent fixes aim to resolve this. Day 3: The G-Test and Expansion This guide provides a comprehensive overview of the

Ensure "Tool Tips" are disabled if they prevent choice selection. If you'd like, I can help you with: Specific for the Sharnah-thing. A detailed list of choices to reach specific endings.

🌌 Malevolent Planet 2D: Dev Sprint Retrospective (Days 1–3)

A foundational Gallery System was implemented to house future illustrations and animations. Early dialogue scripts were drafted to establish the narrative tone. Day 2: Environment Design & Navigation For developers looking at Malevolent Planet as a

Configured the Build Settings, added a scene management script for main menu access, and created a WebGL build for easy public sharing.

Added a distance check script to the hazard prefab. If the distance to the player exceeds maxSpawnRadius * 1.5f , the hazard automatically calls gameObject.SetActive(false) , recycling itself back into the pool smoothly. Results & Next Steps

The game initially relied heavily on the to create atmosphere. However, this proved to be a source of significant bugs and performance issues. In the early stage, a major fix was implemented to completely disable the Unity 2D Lighting system in favor of custom sprite overlays (black/red overlays for alarms). This change was crucial for improving performance, particularly for Android builds, and reducing random crashes during gameplay.

Seeing others play the game, even in a broken state, provides a huge boost to developer morale.


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