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Tochas Studios BlogWe make cool games!
http://blog.tochasstudios.com/
We make cool games!
http://blog.tochasstudios.com/
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Tochas Studios Blog | blog.tochasstudios.com Reviews
https://blog.tochasstudios.com
We make cool games!
Tochas Studios Blog: November 2015
http://blog.tochasstudios.com/2015_11_01_archive.html
We make cool games! Saturday, November 14, 2015. Why You should avoid the Update method! While working on SodaCity at first there were only a couple of dozen of objects in the scene but as the complexity grew, more and more objects were at the scene. At the end of the project even a few thousands of objects were active, each one doing its things, enemies, bullets, trace effects, smoke particles, background animations, environment SFX, you name it. But not really often they mention the overhead this causes.
Tochas Studios Blog: January 2016
http://blog.tochasstudios.com/2016_01_01_archive.html
We make cool games! Tuesday, January 19, 2016. Defining Difficulty in SodaCity. Defining Difficulty in SodaCity. Probably one of the hardest things to decide in any game, would be the game difficulty. When we were designing the levels for SodaCity, we had a hard time deciding whether we liked or not the resulting difficulty. We wanted the game to be a challenging one, but we knew that just by being hard, a game won’t necessarily be good. Links to this post. Wednesday, January 13, 2016. Links to this post.
Tochas Studios Blog: Me Caga Man
http://blog.tochasstudios.com/2016/03/me-caga-man.html
We make cool games! Wednesday, March 23, 2016. If you prefer to read the spanish version of this, click here. This article is intended to give some context around “Me Caga Man”, so anyone who interacts with it knows why it is how it is and doesn’t get any wrong ideas about the Tochas Studios team. Having said that, let now proceed to give some details on why does it exists. TL;DR, it’s the result of a two days game jam. What is a Game? Chris Crawford, The Art of Computer Game Design, 1982.). At the begin...
Tochas Studios Blog: Optimize Memory Usage and Performance when using Coroutines in Unity3d
http://blog.tochasstudios.com/2015/11/cache-coroutines.html
We make cool games! Wednesday, November 11, 2015. Optimize Memory Usage and Performance when using Coroutines in Unity3d. I am Alejandro Santiago, co-founder of Tochas Studios. Main, and only programmer, in the team. As I am the 'tech' guy in the team most of my posts will cover technical topics. In this first post I will address a small trick I came to find regarding the use of coroutines in Unity3d. Optimize Memory Usage and Performance when using Coroutines in Unity3d. 005f) { transform .position.
Tochas Studios Blog: Why You should avoid the Update method!
http://blog.tochasstudios.com/2015/11/why-you-should-avoid-update-method.html
We make cool games! Saturday, November 14, 2015. Why You should avoid the Update method! While working on SodaCity at first there were only a couple of dozen of objects in the scene but as the complexity grew, more and more objects were at the scene. At the end of the project even a few thousands of objects were active, each one doing its things, enemies, bullets, trace effects, smoke particles, background animations, environment SFX, you name it. But not really often they mention the overhead this causes.
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Tochas Studios
http://tochasstudios.com/index.php
Overall SodaCity is a six pack full of fun. It’s funny, has some pretty unique bosses and the combat feels nifty, immeadiate and creates a nice flow while balancing frustration and reward. XTGamer.DE - Review. Tiene muchas cosas muy chidas! Aparte de que esta difícil como la cuaresma, No manches! KidVG - Jugando-Ando video. Is a brawler-ish, It is a brawler with guns! Question Mark - Mark Tries video. SodaCity is an action, fast paced game, with hybrid beat 'em up, shoot ‘em up gameplay for PC and Mac.
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Tochas Studios Blog
We make cool games! Wednesday, March 23, 2016. If you prefer to read the spanish version of this, click here. This article is intended to give some context around “Me Caga Man”, so anyone who interacts with it knows why it is how it is and doesn’t get any wrong ideas about the Tochas Studios team. Having said that, let now proceed to give some details on why does it exists. TL;DR, it’s the result of a two days game jam. Links to this post. Tuesday, January 19, 2016. Defining Difficulty in SodaCity. While...
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