It's actually a good news for the industry.
Game programmers will have to learn about writing game engines again and therefore will become much better programmers in the process.
This should be celebrated.
Nothing Ever Happens Shirt $21.68 |
DMT Has Friends For Me Shirt $21.68 |
Nothing Ever Happens Shirt $21.68 |
>Game programmers will have to learn about writing game engines again and therefore will become much better programmers in the process.
This is a moronic take and you obviously don't program or make games. The only thing that's gonna happen is that they'll use other engines.
>learn to program
how will diversity hires and pajeets keep their jobs?
The other engines will start charging.
Then it will be my moral duty to create the installSlayer 9000 and bankrupt israelites by the ovenfull
>The other engines will start charging.
>People just move to an engine that's cheaper or FOSS
It's like Blender. You can say whatever you want about it but you simply can't beat free.
They'll just jump to UE5.
and tencent tim will have the whole industry by the nuts
he already does
>Game programmers will have to learn about writing game engines again and therefore will become much better programmers in the process.
>he believes that
LMAO
It's RPGMaker's time to shine
I unironically want to try making an RPG using RPGMaker and hire an artist and sound designer to make original assets at some point.
Quite a few RPGMaker games ended up successful
Especially porn ones.
Black Souls 2 is one of my favorite vidya ever.
im a sound designer and honestly i would just do it all myself.
or RPG Paper Maker.
Problem being it's not anywhere near as easy to make a modern 3D game engine as it was back in the 90s.
People's tolerance to jank has also decreased dramatically since then. Even with all the tutorials, it's hard to keep up.
Its easier
Back in the 90s you had to be wizard to get anything 3D running on your screen that you coded, compared to today with 6 billion tutorials out there.
Theres people making game engines on youtube and streaming on twitch
I gotta make all my shit over again, bros
Many game studios and publishers will no longer want to be dependent on commercial game engines and will revert back to make their own.
A ton of new specialized jobs will be created for every part a game engine, tool programmers will be need as well.
It will be exclusively senior positions with huge salaries.
>born too late and not wealthy enough to buy a NeXT computer to build DOOM levels
VGH
>Game programmers will have to learn about writing game engines again
Are you legitimately moronic? All the senior developers and programmers were low-balled out of the industry, a decade ago. While Ganker-/misc/ wants to pretend the art department is in charge of programming, most of these guys would never be able to develop an engine.
>Are you legitimately moronic? All the senior developers and programmers were low-balled out of the industry, a decade ago.
Well, they have no choice but the hire them back now.
Most got fired from FANGs anyway.
>This should be celebrated.
If you have the personnel and budget required to make something that can rival Unity, sure. Small teams will probably not.
>If you have the personnel and budget required to make something that can rival Unity, sure. Small teams will probably not.
Unity can't make an engine precisely because they have too many employees and a lot of them probably aren't doing much since nobody want to deal with the mess that the unity code base is.
> Small teams will probably not.
It depends the type of project really, many indie game devs on small project could probably do without an engine altogether.
hello
Frick off with your queer trash.
Pretend I posted a Stallman meme. I don't have any
>queer game engine
do you hear yourself?
>Queer community
>Queer devs
>Queer games
>???
It's free and open source, how about you join in and make it less gay?
chuds can't code
And kiss Linietsky stinky israelite feets so he accepts my PRs? Yeah, no thanks.
Got screenshots?
So how long until game companies start funding proper 3D Godot development?
If game companies want an open source 3D engine, they can use O3DE(cryengine).
Godot is only interesting for indie devs.
>Godot runs like shit
>Unreal runs like shit stuck in shit
Why did unity have to go full moron? I've already release two games on it and was working on my third. What was the point of burning your 20 year old company to the ground like this?
>What was the point of burning your 20 year old company to the ground like this?
Fast money
I hate modern corporate america so much.
>Take everything good
>Torpedo it into the dirt
>But cash out right before the impact
>Hop to another company with your "impressive" resume and so you can burrow your way in like a parasite
Yep
1) Top staff squeeze the few major companies that they can (litigation would be more expensive than dropping a mil to just cover the bill) on the intrim while they frantically switch to something else
2) CEOs etc give themselves massive bonuses for the year and set up exit packages
3) Company goes bankrupt/becomes a zombie, barely living off investors and bleeding cash (still enough for the exit packages though!)
4) Top staff resign and get new high ranking position elsewhere through their connections and "Look! I'm such a good manager I managed to squeeze an extra 15 mill out of a dying company!"
They're cashing out.
They already burnt as much money as they could, did the IPO, surfed the Web3/VR/Metaverse wave which is now dead.
They are running out of option so they decided to rug pull the entire game industry.
lol
it's even more funny if you know how many years it has been at 5k issues
I don't think you understand how issues work in software more than 3 people use
[X] Yes, I have read the rules for submitting issues
[X] Yes, I have searched for similar issues first
[X] Yes, I have read and accepted the community code of conduct (CCC)
OS:
CPU:
GPU:
RAM:
Other hardware (if relevant to the issue):
@LeadDev6969 How do I download this? Plz it's super important
[X] Yes, I have read the rules for submitting issues
[X] Yes, I have searched for similar issues first
[X] Yes, I have read and accepted the community code of conduct (CCC)
OS:
CPU:
GPU:
RAM:
Other hardware (if relevant to the issue):
@Fernando_Martinez2018 adasda
so they are too lazy to even to close/block/erase those "issues" but when you write "this troony Black person homosexual piece of shit software fails when i try to do X thing" you get insta banned
No, they will save themselves years of time and lots of money and just switch to another engine like Unreal or Godot instead of reinventing the wheel for one or two games.
Working on a fake analytics packet generator.
Unity seems to be eating up thousands of fake installs a minute, this is gonna be good.
Not to mention unity games on phones basically update by uninstalling the previous versions and installing the new
Patch tax is here
That part of the policy doesn't affect mobile games. it doesn't use install metrics.
>This should be celebrated.
You either didn't comprehend or a corperate bootlicker
He means unity is going to die, so developers will put more effort in.
People will still enginedev with unreal or godot
Kek
hilarous how this gets 0 (you)s
All the edgy 16 year old libertarians that make up this site support that kind of shit
Explain what does this mean to a brainlet.
Insider trading, which is illegal. He planned this move ahead of time and cashed out early so when the stock drops hard he isn't affected (as much).
>which is illegal
Which is illegal to us common folk and completely legal if you're part of the upper echelon*
The companies he's fricking over will make sure he doesnt go unscathed and will 100% obliterate him in court.
>Nintendo
>The Pokemon Company
are just the biggest names there.
>Jews vs Japanese
The final showdown...
hes also angering chinks, koreans and many others because most gacha games run on unity.
Extra for the chink of Mihoyo and tencentshit
Another brainlet is here. But what’s the point? Why can’t he sell without killing the company? There is no point to buy cheap stocks if they aren’t going to recover. Are they going to cancel the decision later?
Close all positions so he can short the stock, ie he makes money if the price drops.
>There is no point to buy cheap stocks if they aren’t going to recover.
You don't buy stocks you buy stock options contracts, specifically put option contracts which let you sell the stock at a set price, you buy puts when you expect the price to go down and once it falls below the set price you paid you can exercise the option or sell the option itself as it has limited time value before it expires.
Basically you bet against the stock, if you are the CEO you know when something bad will make it fall because you are an insider, hence insider trading.
?list=PLLhOnau-tupTe1NkZWgq0j4iGvGG1-kt4&t=321
CEO intentionally makes controversial decision so the stock price tanks and can make easy money due to insider trading.
>merges with Israeli company
>immediately cashes out and tanks the company
I HATE THE ANTICHRIST I HATE THE ANTICHRIST
Missing 2 intermediate steps:
CEO sells all stocks
CEO shorts company stock
(this actually happened)
MAO the fricking nuts on these israelites man, absolutely unbelievable
Isn't Insider trading literally what got Yuji Naka (Sonic Creator) arrested? How is this dude getting away with it?
Hasn't even been 24 hours yet
Yuji Naka isn't a billionaire
Is the CEO actually being charged with insider trading or is this just conjecture?
He is one of ~~*them*~~, so he'll get away with it
I have only 1tb of data a month so I plan on downloading whatever samples Unity game I can find to frick over small devs for shits and giggles
>Game programmers will have to learn about writing game engines again
They'll just go to Unreal. Hope you like stuttering and upscaling!
People will never go back to making their own engines. Making an egine is like 50-100 times more work than making all the other parts of a game combined AND it's work that's useless because somebody did it already. It's always better to just license somebody else's engine than make your own.
Not when it costs more to license one than to roll your own or adapt to an open-source (free) one.
The new unity licence is an absolute pittance unless your a mobile Black person. 200k installs should at least be 50-100k sales. Unless you have dogshit margins with 2 dollars "games", you should easily be able to afford the 2k/yr/seat pro license which bumps the fees up 1million installs/revenue.
Making an inhouse engine/battling with the dogshit that is Godot is not worth the effort if you're gonna lose time trying to get it to work on anything other than PCs.
Yeah, you're probably right. I wonder if this was a stealth swipe (by Unity) at Microsoft/Xbox Game Pass for some reason. It does seem like *this* particular combination of circumstances is a deliberate squeeze. Then again maybe Unity just figured they should get a bigger slice of the pie since presumably MS are paying developers for putting their games on Game Pass in the first place.
Working ideally, the extra charge is not excessive.
However, there are two main problems:
1 - It fricks trust. If the terms are changed unilaterally like this, what's to say they won't be changed again? Nobody wants to work with someone who does this kind of thing.
2 - Edge cases. The review-bomb install script to rip money out of a dev's pocket is a real concern. Plus cases where the devs aren't making their money on the install. Plus re-installs of old games stretching potentially decades into the future. Plus devs being charged actual money every time someone pirates their game. Unity say they're accounting for this, but they won't tell anyone how, they just say 'trust us'. As per point 1, trust is already fricked.
unless you're making the most basic possible 2D thing or a doom clone its pretty much always more expensive to roll your own though in terms of time spent/money not being earned
if you're going 3D unreal doesn't cost anything until you make over 1M in revenue and even then its 5%
if you're going 2D then godot is just straight up free point blank
so is it better to spend 6 months rolling your own engine and having to constantly tweak and change and edit and bugfix it to suit the game
is it that worth it when that's 6 months you could have spent just actually developing the game and making money faster
>It's always better to just license somebody else's engine than make your own.
The opposite is true actually, game devs are just lazy nowadays.
Let's see your game
>Let's see your game
>instead of making your own game, you're making your own engine
>then you have to make your own game once that has been made
Yeah, it's no wonder. Anons on here think it's a real easy and fast process though.
Well no, people don't think it's trivial. They just argue it's worth taking the extra time. Though it's possible (and was pretty common back when more devs rolled their own) to develop the engine as you develop the game (letting the game's requirements dictate the engine's features and the engine's limitations keep the game designers' feet on the ground).
It depends on the type of game one is making. If it's something like Stardew Valley then that is something more reasonable. But if it's something like Ready or Not then it's a daunting challenge.
You work in parallel, dumbass.
There's also the very real benefit that you will tune your engine to the nerds of your game.
No that's not what's gonna happen at all. More likely than not, more people will just move to UE, which is fricking terrible news because no one thing should ever completely corner a market. I'm sick of fricking everything being made with UE.
> I'm sick of fricking everything being made with UE.
THAT STUTTERING IN EVERY FRICKING UNREAL ENGINE POWERED GAMES!
I HATE THIS ENGINE SO FRICKING MUCH IT'S UNREAL!
Why create a whole new game engine from scratch when you could just download Godot's source code and modify it to your project's needs?
https://github.com/godotengine/godot
Godot is really amateurish and is almost as old as Unity.
The "everything is a node" is already a major noob mistake.
that was my post c:
Your meme magic is strong, use it wisely.
Reposting counts as one reinstall.
It's time to shine
>you have to pay for a subscription to export your game to a desktop binary and even more to export to a mobile binary
I don't know about this one, famjam.
So how does this shit even work? Can I just pay 5 dollars to build once after using the free version to make the game for months or will they track me down?
You can do that.
I dont know what their modern license is like exactly but 10 years ago the "free" version was super limited, you could only have 25 objects and things like that. That probably still exists so you end up paying anyway. It used to be more affordable, I think I paid 10 bucks for it.
>he didn't already own gms2 before they switched to the monthly model
bricked
It's sad that this engine has such a shitty reputation. Void Stranger uses it but of course they don't show the gamemaker logo out of shame, which feeds the belief that there's no good gamemaker games.
GOAT
Undertale and Hotline Miami also used Game Maker
and risk of rain, hyperlight drifter, katana zero, nuclear throne, va11 hall-a, etc
man, I lost my weekend to that game. tons of great indies on that engine
I hope Construct rises in popularity as well but I'm rooting for you GameMaker anons
>8bit gamemaker indie game about depression
Name three games like this
depression quest
umori or whatever
undertale
only one of those is gamemaker
lisa the painful rpg
same shit (and i like original LISA)
brudder u kno not what u speak of
LISA is RPGMaker
>he actually fell for the undertale is about depression meme
the true ending is so bittersweet that i cannot believe to this day toby fox made me care so much about a fricking goat jpeg.
Undertale is primarily about taking video game tropes and cliches and playing with them, and secondarily about the value of life and the nature of violence. The only way you can read depression into it at all is if you assume Chara went to Mt. Ebott to kill herself.
You didn't play the game, you just read some bitter homosexual shit on Ganker and then just threw it back up all over us thinking you'd get brownie points for being a tiresome jaded c**t
I love Undertale and played it the day it came out before it was even "popular" and got the true pacifist run my first run I even own toriel plushies and the pins
haven't played omori though because it looks like literal suicidal gay bait
How many times do I have to tell anons that Omori is not about depression.
Let me guess it is about incest then?
Not him, but my guess is trauma and moving on from trauma.
not played it though, just watched a friend play through the game
ok then it's probably about gay shit
my current gamemaker game is a twin stick shooter about climbing a tower made of continents stolen off planets to kill the space wizard at the top of it. it’s also an adventure game, not a roguelike unlike 95% of modern twin stick shooter games
They do it because furries going off about their mental state makes money.
I should of kept the executable of the game I made.
It was 2017 so I made spooder man vs a turkey.
The only good game to come out of game maker is Hyper Light Drifter
I got this in a bundle years back, is it actually good?
GameMaker was the first to do it for me, I bought the pro with mobile+ and thought that was the end of it, then they did subscription LMAO
frick these israelites
I wonder how that works with browser games. Japs have a site with 17,000 Unity browser games: unityroom.com
It's going to be Hiroshima and Nagasaki all over again.
>anime is a prime example of why two nukes just wasn't enough
It works the same. When a game is downloaded to the browser, it counts as an install
Someone already posted them addressing it in another thread, it literally counts new ips accessing the game as installs.
>New IP per month.
>Number of ips accessing
Kek. VPNs and dynamic IPs will frick them up.
QRD for those just coming in
>EA CEO leaves EA years back after ruining both it and several smaller game studios via absorbing them and killing their IPs
>joins Unity
>Becomes CEO of Unity because human predators bred in EA climb the corporate ladder like crackhead spidermonkeys
>plan slowly made and set in motion
>Unity joins with known malware dev, to see who has a unity devkit or game installed on PC
>Unity waits for several successful games to be made using Unity for "free"
>Unity merges with Ironsource ( |> )
>come 6 days ago, EA transplant CEO sells Unity stock and chair, cancels the "free" version of unity while instilling a 0.20$ per install dev-to Unity fee per game, shadow-shifts the Unity+ subscriptions to Unity Pro (~750$ to ~4500$ change), Unity says that this will be RETROACTIVELY enforced if game is still on "market" (being downloaded even illegally due to their inner call-to-home Unity games have thanks to that malware dev)
>it will mostly affect Gachashit, mobileshit, poor quality H-Games and WEGs (thank god), the only decent indie and AA devs left in the industry, as well as any game on this list https://ultimatepopculture.fandom.com/wiki/List_of_Unity_games
>EA ceo joins Unity
>makes it even MORE pay 2 win
Like pottery
>Habbo
I can't believe that shit is still around.
what's the pool status?
open
what are we gonna do about it?
nothing
🙁
Call for blackup.
>shadow-shifts the Unity+ subscriptions to Unity Pro (~750$ to ~4500$ change)
$400 to $2000 change - I know where you got those numbers from, that was a per-dev image and it was two devs using subscriptions at modified prices.
Still incredibly israeli however.
Funny sidenote, Microsoft used to hand out Pro licenses for free if you declared you want to port your game to their console.
Not anymore.
No, all the indieslop hacks are bragging about moving to an engine called Godot for some reason. Things are only going to get worse from here on out.
NOOO FAP NIGHTS AT FRENNY WILL DIE NOOOO
That was made with slopteam fusion, which would’ve been splatted off the face off of the earth without fnaf.
They will just use Unreal you moron, why would they code a whole engine when Unreal isn't shooting itself in the foot, there are also other engines they can consider if its a lighter, more niche project.
>They will just use Unreal you moron
Yes let's fix a problem of being dependent on a commercial game engine by jumping right into another commercial game engine that now will have a monopoly (from a company owned by the chinese on top of it).
They now have an understanding of what will inevitably happen if they try the same shit, game dev literally does not REQUIRE these engines, and people will literally just abandon them and fund development on alternatives that in years will rival them, Unreal are being handed all the market share on a silver platter they don't need to change anything not will they, they already understand the appeal of being free to develop on and having a sane model for taking profits after the fact, actual 0 reason to do the Unity moronation.
This can't happen when the company making the engine actually makes a game themselves, the PR meltdown would be even harder and hurt the revenue of the game and if you think there's such a thing as too big to fail just look at the state of Diablo 4, fortnite doesn't even cost money to play so we can't even assume that they already got money out of the players that would stay afterwards.
>This can't happen
Famous last word.
Ask Ubisoft why they abandoned Unreal Engine back in the 2000s and then introduced a company-wide ban on commercial engines for 15 years after that.
I'd sooner become a fulltime Roblox dev than make my own engine.
>now pubblishers wont accept your game if it's made with Unity
lol
>Mfw Ravenfield wil be affected by this bullshit company's homosexualry
God fricking damnit
You probably wont even have to actually install/uninstall to frick over devs
Once someone figures out how Unity's "proprietary" system works then someone will just write a script to trigger false numbers on a scale that would make even the holocaust museum blush
NEVER FORGET THE 6 TRILLION INSTALLACAUST GOY
In parts of europe it will be illegal to question Unity's install numbers
>INSTALLACAUST
I'm fricking dying
>flip value to 0
>send to server
>flip value to 1
>send to server
I'm going to laugh if it's really going to be that easy.
In another thread someone noted that the phrasing of the rule indicates that the counter goes up every time an install is INITIALIZED
So it could just be as easy as starting and aborting an install
So all we have to do is write a while loop that starts the install executable and kills it instantly (or maybe after a short delay)? Oy vey, the gaymurs know, shut it down!
>It's actually a good news for the industry.
>Game programmers will have to learn about writing game engines again and therefore will become much better programmers in the process.
>This should be celebrated.
>malding moron coping and seething at the fact that he has to start learning actual code to make a actual game engine
lmao
javabros we won again
Please buy all the Unity games you actually liked.
>H games were finally starting to look PS2 tier thanks to Unity
>this happens
haha...
Rikka only has like 70k sales on Dlsite, probably not even close to hitting the 200k installs required for the fee to apply. She'll be fine.
Me and my trans friends (recently cracked eggs lol 😉 ) are moving to unreal for our games so it's best everyone tags along
Did it physically hurt to post that?
? no did I misspell?
...it should have hurt
I don't know what you mean
We're not fooled, anon
We know you were irony posting
k keep me posted
Hey, I'm just warning you that this board isn't T friendly so just watch out. It's like the pooner /gen/ threads before they 404
i know 😉 i'm just seeing the reaction from Gankerermin thats all
he's a big guy
bump
Can they just change the contract like that? This is total bullshit.
>every single notable mobage run on unity.
>lot of crap have unity wrapper for something like doom ports.
>ton of nip devs using unity because its cheaper and less bloat on system than unity.
What could go wrong. Now go ahead and start charging likes of Nintendo.
imo it died when they charged a licensed fee
If you refund a game, not only the developers don't get your money, they lose money.
This shit is illegal wtf
It's never illegal if ~~*(they*~~) are doing it.
>Yandere Simulator is made in Unity
>Demos confirmed to count towards the install fee
>Which means you can bankrupt YandereDev without him ever having to finish the game
Yandere Simulator will never make enough money to reach the paypig-per-install tier.
Isn't it $200k? Yandev's definitely made that through his Patreon already.
It's $200K or 200,000 installs. YanSim has most definitely surpassed that a long time considering it was really popular ten years ago.
It doesn't matter if it also goes by per installation.
>Game programmers will have to learn about writing game engines again and therefore will become much better programmers in the process.
Except it won't, most people doing it by passion will give up and do something else.
Meanwhile shovelwares will continue to pour by the thousands because they'll never reach the threshold to trigger it, while also making a profit.
The short version is that we're going to see even more shovelware garbage now.
>most people doing it by passion will give up
>Meanwhile shovelwares will continue to pour by the thousands
How can you get it so backwards? People who have a passion for something actually stick through with it regardless of any incentive or payday at the end, they do it because they love it. The "shovelware" comes out because it's an easy and quick path to potential riches and are the first to go when that tap is turned off.
i have a passion for gamedev
i also really have a passion for eating food and not being homeless
the reason why most devs don't use custom engines anymore isn't just complexity its monetary
most of your hype-building and wishlist stuff comes before your game launches and if you're spending 1+ fricking years building the foundation your game is going to sit on that's 1+ years you're not getting people interested in the project because engines are only interesting to other developers
>inb4 develop in parallel
ah so do two things at 50% speed rather than just working on the game at 100% speed
As an actual dev, here's my opinion on the others.
>Gamemaker
Easily the best for 2D games. This thing just *works*. The scripting language is kinda moronic, but I picked it up surprisingly fast. Fantastic customer support, great console tools too. I love working with it.
The license is the biggest downside though. Still, 5 bucks a month for a hobby is very fair.
>Unreal
The one for 3D. I honestly don't like it as much as Unity, feels like a downgrade in some parts, also C++ is poop compared to C#, but it has that triple A quality. Quality that probably is outright too much to handle for an indie, though.
>Godot
It's okay, I wish it all the best, but I'm not gonna waste time contributing to an open source project, you're not looking to help build the engine, you want a working one. If you really want a FREE engine, that's probably your best bet now.
>RPG Maker
It's the vegan engine. Plate of veggies is what you want from time to time, but the fanbase insists on trying to make vegan steaks.
>Roblox/Fortnite
Honestly? They're actually good. Would genuinely be in the top 3 engines if not for games requiring the respective app to access. If you're okay with your game getting some attention from teenagers and nothing else, give it a try.
Is Godot 2D and 3D separate project types? I've heard its 2D is more developed.
You can mix 2D and 3D nodes in a single project. It's actually the most straightforward way to implement a HUD.
>I've heard its 2D is more developed.
That used to be the case, but Godot 4's new renderer is more than good enough for most 3D games. It even has real-time GI now.
Actual based and experienced take. I still think it's crazy how Opera acquired Gamemaker for pocket change.
Didn't GameMaker had some controversy not long ago?
The only thing I heard is that Opera acquired GameMaker but I don't know the implications of that.
Yeah, it was something about them retroactively revoking the "one time purchase" licenses and giving you store credit in return.
No clue what ended up happening with that.
Agreed on all fronts.
Unreal has too much overhead for a smaller team to really use.
Godot is really "neat" as a open source project, but working with it in a professional capacity with more than 3 people is not a wise move.
Unity, despite their bullshit, is still the most sensible option for small to medium teams.
>Unity, despite their bullshit, is still the most sensible option for small to medium teams.
Was.
Not him but there's no way they don't walk back on this. Someone already figured out how to remove the unity spyware garbage from builds, so you could just do that and be safe from retroactively getting hit with any future bullshit they decide on.
The damage is already done and the trust is broken. My guess is that some company will be buying Unity in the coming months. That may help rebuild the trust, but many studios will be moving despite of it.
If you do that, you are breaking the license agreement and if your game actually sells theyre going to sue the frick out of you, and you will lose.
>theyre going to sue the frick out of you
You mean sue this random Panaman company which i sold the IP right to a few days before launch?
I wish them luck!
Name an alternative that isn't a meme. Godot still doesn't make any sense outside of hobbyist games and Unreal doesn't make sense for 2d.
Crystal Tools
based
>better pic of crystal tools
oops wrong pic it was actually XSI soft image
Unreal for 3D. GameMaker for 2D. Unity has lost any trust.
Any thoughts on Stride or O3DE?
Haven't heard of them before. But I can't seem to find any games made in them, and do you want to be the trailblazer?
When I get a lobotomy, or am forced to quit the industry and rot away as a professor in some university.
>But I can't seem to find any games made in them, and do you want to be the trailblazer?
Just curious more than anything - Stride has a handful of games out, but I don't think O3DE has anything actually released.
O3DE is a rebranding/rebuild of the Amazon Lumberyard engine so the only "real" games that could be attributed to both are New World and Crucible.
>Gamemaker good
>also C++ is poop compared to C#,
Yikes. Sounds about right from a game dev. When are you moving all your projects to pygame?
>If it's not unnecessarily hard to do then it isn't good!
Based moron with 0 experience at doing anything meaningful
>no trust me what you want for your game development is high level abstractions bro
if you're not doing intensive 3D does it even matter? you're not gonna notice the GC running in something like Stardew Valley
YES
Don't use 2D as an excuse to have a bloated game that looks like it belongs on the fricking Genesis but requires an i5 and 8GB of RAM to play. It's not just about principle, you're not even *bothering* to be more than a dumbass fricking Black person.
While you're obsessing over "bloat", other people are actually finishing the games moron.
Yeah good job finishing that poorly built 2D metroidvania that runs like garbage on anything below a 2080 and gets like a hundred reviews on Steam if you're lucky. It's not about bloat, you'll be forever mediocre. The fact you obsess over success over the path of learning means you'll never get it.
>oh no your poorly optimized game takes 5 times as long per frame and... still runs at over 200fps...
again, why should I care?
It's funny, his examples of the hardware needed have to keep getting more and more extreme, meanwhile in reality there are numerous amazing games that run on Unity, Monogame, GMS, etc, that sure, can't run on a 386, but overall run like a fricking dream and come in at a few hundred megabytes. If thirdies don't have an issue running them then who gives a frick?
if you think simply having your memory managed for you is bloat then I agree with
, you sound like a nodev
t. doesn't know C++, C#, OR Python
C++ is just C with classes (and you should know C) and Python is just Boolean English. The fact you focus on programming languages as anything more than scripting synthax for your in-game logic already betrays the kind of moron you are, in which case your real developers would probably be better off making some moron-proof in-house script just for you.
That's fine though. I just genuinely hate C# and I associate it with the lowest type of people in game dev: poos and women. I'm so fricking glad Unity is dead.
see
You know, just because people meme that Goebbels quote doesn't mean it's true.
game devs are already the lowest type of people so your asper/g/er hate is pretty silly
if you think it matters then you're really out of touch
>As an actual dev
>C++ is poop compared to C#
charlatan
Bevy beats all of these
>using rust for Gamedev
Nobody uses rust in any serious capacity
And it certainly wouldn’t be an entity component system
>in any serious capacity
Stop watching hasan so much you gay
self report
What if you want to make an RTS? Recommendations?
I'd say Unreal is a safe bet for a long-term project like that.
How do you deal with Unreal being ugly?
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/BuildAsALibrary/
>Roblox/Fortnite
Some of the stuff I seen on fortnite is fricking crazy https://twitter.com/neverty7/status/1700779995248156831
Devs should create their game and then rape whatever Unity exe that tries to phone home before they distribute it.
Cant wait for devs to release cracks for their OWN game to disable unity's bullshit.
Unity is still fine for hobbyist. If you're not expecting to sell the game or make bank on it, it's still super beginner friendly while still being malleable.
That same site literally includes initialization in the definition of an install:
>How is an install defined?
>An install is defined as the installation and initialization of a project on an end user’s device.
And the line
>We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Specifically says "lifetime installs". That is not accounting for the 12 month revenue threshold, which is a different and equal threshold that has to also be passed before they charge.
And given they specify 12 month, I assume that means that if you go for a 12 month period without such revenue, then they'll turn it off till you hit the revenue again.
As we all know, the loan shark should be trusted when it comes to honest accounting.
Read the link you dumbc**t shill.
>Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs?
>A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data.
Can't get any clearer than that. Reinstalls/redownloads count.
As a side note:
Q: Does this affect WebGL and streamed games?
A: Games on all platforms are eligible for the fee but will only incur costs if both the install and revenue thresholds are crossed. Installs - which involves initialization of the runtime on a client device - are counted on all platforms the same way (WebGL and streaming included).
Mash F5 on web-based unity games, developer is kill.
Speaking of which, Unity is now saying they can track the first install per device, which means they're lying at having not having access to player data...Or maybe they really don't and will just bullshit any number with this new policy.
https://twitter.com/stephentotilo/status/1701767330429079689
They're literally making shit up
Looks like they're going into damage control, walking back bits and pieces to try and avoid having to walk back the whole thing.
Don't know how well it will work, the internet is smelling blood in the water. Plus the breach of trust from a unilateral retroactive contract change will not be viewed kindly in professional circles.
>Looks like they're going into damage control, walking back bits and pieces to try and avoid having to walk back the whole thing.
>Don't know how well it will work, the internet is smelling blood in the water. Plus the breach of trust from a unilateral retroactive contract change will not be viewed kindly in professional circles.
They could walk back 100% of everything they've proposed and the damage will have still been done, as you said, that breach of trust is probably the most damaging thing. No ones going to invest hundreds of thousands of dollars and years of their lives developing for a platform that might just pull this shit on a whim again.
I wonder how much is walking back and how much is just REALLY sucking when explaining this initially.
That forum post that went "Oh yeah, every install counts, even reinstalls of the same account, we couldn't track it otherwise" reads like some moronic marketer/PR person that just posted that without confirming shit.
Also their inability to explain how they're avoiding exploiting the system is some huge PR shooting themselves in the foot with an already bad situation.
>Plus the breach of trust from a unilateral retroactive contract change will not be viewed kindly in professional circles.
This is where things will really get hot though. Need to see if they end up fully pulling back from the professional outcry or if they just intended this all as a smokescreen for their pricing plan changes and will "come to an agreement" that still makes them a profit, but one that seems relatively less fricked up.
Scuttlebutt is this was dumped down from on high with minimal if any time for the Unity team to prepare. Take that with a grain of salt.
That would not surprise me.
Fricking higher ups pushing dumb marketting things down onto the devs without warning is the reason I don't wanna touch the real game industry with a 10 foot pole.
I'm fine doing hobby dev and working for a university on Unity apps for research purposes (educational use technically counts as 0 revenue).
Same. I love games, I am dev, I would not even consider gamedev. Miss me with that crunch shit.
Yeah, I really do love my current job just doing Unity dev stuff for research projects. Get to handle a wide variety of things with very little time pressure.
Get to have nice small victory updates for the people I work for too since they're not that big on game stuff. Like I'm working on a digital version of this big scanner setup they have in a lab and they want to visualize the scanning effect so I got to play around with the Unity Stencil layer stuff for once and got much joy from this simple webm working out.
Anon there is no way they can practically track this any way except hardware IDs. Which means any time you have a system that generates a new hardware ID, it's a new install, period.
Oh, I see, you're going off the forum post link from yesterday.
I'm going off of this link on their official site that went up today: https://unity.com/pricing-updates
That one specifically says "install and initialization" for how they define an install. Which means that most normal uninstall-reinstall stuff should be clear.
There's also been update posts from devs talking with Unity people today that specified that stuff like demos shouldn't count.
That site does say WebGL and streaming is included though, which is still an issue. The biggest problem for them currently is making clear how they'll avoid having people exploit this system, which they keep not specifying and keeps digging them deeper into a hole.
That said, I'm not sure how many WebGL/Streaming games break $200k revenue.
The days of everything being free and accessible on the internet is coming to an end.
>write your own game engine
>when you can just fork Godot if you MUST have your own engine
Why would they hire a CEO like this?
>early life
Ohh now I know why.
>Bought Unity Indie License in 2009 at full price right before the free license rug pull
Spit.
Does this mean we will literally never get Silksong?
Bro Unity games are going to get banned. No one wants to deal with these fees when refunding games.
Silksong is dead
LMAO you are right
Silksong is beyond dead now
Shaw? :'(
Imagine being a gamedev when people have told you for years that coding in any other field is both easier and more profitable. You could be an artist drawing niche porn, a soundcloud artist or an animator with your skills but you chose to shave years off your life with buggy nonsense engines run by people who would turn you and your entire people into waterskins. Now you'll either drown in obscurity or get popular out of nowhere like Psuedoregalia and be forced to pay up. There's no making it. Get out of this pigshit industry.
why would I commit to jobs I can do in 5 mins
>coding in any other field is both easier and more profitable
all those jobs are boring, demoralizing and feel like a waste of life
jobs aren't supposed to be fun, they're at least mercifully quick so you can go back to actual hobbies
>mercifully quick
>for something you spend half your waking life doing
You'll never have a good paying job that is also fun unless you're self-employed. I'd rather work in software doing accounting programs and get paid $120,000/yr over being paid $80k/yr doing game dev for EA.
>fricking told you so!
who laughs last, laughs best!
You all laughed at us. For years you laughed and made fun of us, telling us engine devs we were wasting our time reinventing the wheel.
Well now who's laughing? You put all your eggs in another engines basket thinking you were safe, but now you're trapped in a life off owing money.
Apology time, suckers. We were right and you were dead wrong.
>buy indie game for $4.99
>can make them lose money by installing/reinstalling just 25 times
epic
WAIT actually it's REVENUE not profit
less than 50% of it goes to the devs, rest is steam cut, taxes, etc
meaning i can make them lose money with just 12 re-installs
even if not done maliciously, indiedevs will still get harmed because it is a flat cost that harms them disproportionately. i have re-installed baba is you like 5 times
>it counts for webgl games too
It's so fricking over, its not even funny. How did they come up with the most moronic metric imaginable for billing
>install
>uninstall
>reset router
>install again
Why wouldn't this work?
Because they're massive israelites so resetting your router is overkill, they'll bill the reinstall anyway.
Can't be real. I can kill a company by myself in a month like this.
You don't even need a new IP anon. They explicitly state that things like updates to a game/users reinstalling would count.
it would but it turns out you wouldn't need to go that far, unity employees confirmed that re-installs count normally
LOOOOOOOOOOOOOOOL
pirate and uninstall game, devs lose money each time
>actually in reality, repeatedly legitimately install and uninstall game and devs lose money each time
>pirates are the only ones who don't vaporize money from the dev's account by reinstalling
life imitates art
Holy based, we won. We're finally in control.
>Game programmers will have to learn about writing game engines again
99% of games are created in Unreal. Looks pretty with zero inaction.
>the unreal singularity is now at an all time likelihood
it’s over
I don't think you can retroactively change a contract and then try enforce it. Too bad this doesn't affect any big company to try challenge it in court.
Sorry sweaty we had a clause in our EULA that lets us do this.
LMAO you wish goy. Here's the new terms, you either accept or frick off!
but my game is almost done... I took 3 years making it..
Better make it free lest you feel like owing money down the road.
Mine's not almost done, 7 years. (<30mins of dev time per day, 1-2 hours on weekends)
shoulda been one and a half hours weekdays, half hour on weekends.
I don't have time for that.
So what are the alternative for 3D engines? Because Unreal isn't very handy.
Only Godot realistically and it's not as good as Unity no matter what the shills say
But I'll be switching to it after I finish this Unity Game I'm working on if they don't backtrack on this moronic idea
>if they don't backtrack on this moronic idea
Why does anyone think they would ever do this with the damage that they knew would be caused by announcing it in the first place? They're not backtracking a thing ever.
This is the problem with game engine monopolies. The two U's are currently the only serious options for mid-level productions and when one of them shits the bed you are out of luck. Back when Unity was fledgling and 3D rendering was still relatively simple you had various competing libraries that were relatively easy to get up and running. Now UE can buckbreak every developer on the planet because literally nobody else has the manpower or tech to create a modern game engine of that scale.
Godotbros...now it's your time to shine.
israeli tactics to build up hype. Not even a mention of their embarrassingly broken features, like their broken 3d physics.
Imagine reading the second tweet after waiting 5 years for godot 4.0....
>find unity game i don't like
>buy it
>install it a hundred times
>refund it
This entire thing is PR. What Unity will do is announce that they'll be charging based on sales not installs. It will soften the blow and make them look like they've listened. It's backpedaling into introducing something that would have also gotten backlash, but now they'll present it as a bargain. You can screencap this post.
>This entire thing is PR. What Unity will do is announce that they'll be charging based on sales not installs. It will soften the blow and make them look like they've listened.
It's too late for that. Some things are unforgivable. The fact that they even thought about doing this at all is enough for people to jump ship and never look back. Unity is shit anyway and there are engines that surpassed it quite a while ago. This whole fiasco is the greatest excuse to shop around for different engines.
>It's too late for that. Some things are unforgivable.
That's what they said about X.
None of the shit Elon has done is even close to this. That would be like if you had to pay 20 cents every time you liked, retweeted, replied or looked at a tweet.
My case isn't the strongest argument, as I haven't touched my game in several months, but still: Whenever I do go back to working on my game, it will be by starting from scratch (other than keeping assets and referencing old code) on a different engine. The possibility that releasing a game leaves me vulnerable to someone causing me financial harm if they're just a little bit dedicated (uninstalling and reinstalling a game by hand isn't going to do too much damage before someone's patience runs out, sure, but if someone just sets up a cheap laptop in the corner with scripts running to constantly uninstall and reinstall my game over and over for hundreds and thousands of hours?) is just far too much of a risk.
>This entire thing is PR. What Unity will do is announce that they'll be charging based on sales not installs. It will soften the blow and make them look like they've listened. It's backpedaling into introducing something that would have also gotten backlash, but now they'll present it as a bargain. You can screencap this post.
I keep seeing this over and over and over again. It's not going to happen, you're not some fricking prophet. Devs are already jumping ship in droves. You don't do that if you're planning to roll it back you fricking moron shill homosexual.
>Verification not required.
>Devs are already jumping ship in droves.
>just abandon you project you already invested time and money and start from scratch
Not him but that seems to be what is happening with alot unity devs right about now
I can see myself migrating a lot of source code to a different engine. Animation and netcode would be very difficult however.
fwiw I heard there's a scene converter for godot, lets you grab an unity scene and import every object present in it at the correct position
animation should be about as easy as that
Porting the animation system sound's like a complete nightmare. I use animation rigging, and more than 5 layers that is also tied to logic (pick up items). More than 50 clips. Just debugging the transition states would take forever.
You've got hundreds of unhappy devs looking to jump shit, so keep an eye out for someone making a solution to the same problem as yours.
>You can screencap this post.
You can't back backpedal from this, ever, they are done.
You don't understand how serious the problem is.
Unity just betrayed the whole industry, game devs and publishers are never going to trust them again even if Unity revert their plan completely.
You act as if the betrayal of anything marginally valuable has any consequences in this world
I fricking hate unity games and know frick all about programming and know this is huge and will have massive repercussions for the industry and consumers
>getting a ton of negative attention and hate is good PR some how
Should have used a wojak so I knew you were a fricking moron
that would be literally just backpedalling, unity was always
>pay based on revenue after reaching a certain threshold
which is how anyone would do it since it doesn't let you theoretically rack up infinite debt at 0 profit from someone just reinstalling a game over and over again.
Kek Unity shills are already trying to fill up the board with their shitty slide threads
It's still baffling to me how they thought this was a great idea. Especially having it apply retroactively. Just embarrassing.
>buy game
>money stolen
>release game
>money stolen
So what now?
Leave the game making to the "professionals" and big corpos, clearly. Go back to office jobbing, pretending to enjoy your work and getting suckered into false corporate positivity/camaraderie like a good boy.
>Indie developer on personal plan releases game with demo
>1 million people download the demo
>20,000 people then purchase the full game for $10 on steam, for $200K in revenue
>Total revenue and installs are above the limit.
>Steam takes 30%, leaving $140000
>The number of installs above the threshold is 1,020,000 - 200,000 = 820,000
>At $0.2 x 820,000, the developers owe Unity $164,000
>In debt to Unity $24K
This is a realistic case too, tons of devs with minor successes make in the $200K-300K range
Best thing is that over time, all sales will become financial burdens, because half of those people might uninstall and reinstall a game several times over a decade period, meaning another 10k~ of debt.
And that's not even counting some random chucklefrick writing a script to burn SSD out by uninstalling and reinstalling a game a hundred thousand times overnight.
According to what Unity is trying to do, basically any random shmuck can force a dev to rack up hundreds of thousands of dollars in debt to Unity Technologies.
It makes absolutely no sense and is entirely unenforceable.
You don't pay for installs retroactively. A more realistic scenario is a Kickstarter that hits $200K. You could also buy Unity Pro at that point.
>Kickstarter takes 5%, leaving $190,000
>install royalties: 15000+30000+9000 = $54,000
>Pro licenses (small 3 dev team): $6,000
>keep $130,000
Anon, nothing in my post was about retroactive installs. In fact, I remove the first 200K installs, which I'm not sure will actually happen. Even with the new updates, this scenario still applies.
As I understand it, it'd depend on if the 1M downloads happen before the $200K in sales. Or maybe I'm misunderstanding the FAQ.
Pretty sure they are saying installs with respect to the install threshold. So after the fist 200K installs regardless. The rest is about how won't charge for installs BEFORE Jan 1st, but they will immediately start charging them if they passed the threshold in the past.
LMFAO, who cares? The only shit worth playing are porn games on Renpy and RPG Maker
>buy game on two steam accounts
>set up a program to "uninstall" from one by installing it into the other
>perform install/uninstall millions of times an hour
>legally bankrupt company I hate
I think Hearthstone from Blizzard uses Unity.
I don't want to give you guys any ideas tho
Does this frick over obsidian in any significant way? because that would at least make me really happy
How difficult is it to make your own game engine btw?
And how long would it take for israelites to start trying to prey on gamedevs for making their own engines?
Its not easy but it should be no problem for some of the geniuses using Unity.
This looks like some embarrassing attempt I'd make at writing an excel macro before I just look for some pajeet's version of what I want to do on stackexchange. I'm so moronic it hurts.
Not really difficult, it's just complex. You're basically giving yourself 4 times as many bugs to troubleshoot.
It's basically putting in a few years before making the game, instead of you know, making the game.
For 2d games it’s literally a breeze. Cave story was made by one guy entirely in his free time while he worked in the mail room. Jonathan blow had a braid prototype running in less than a month.
3d games is where it goes downhill
>If you're stupud: a few years
>If you're smart: a few months
>If you're trying to math Unity's functionality: only possibe if you're pic related
How do we realistically stop israelites from pulling this shit time and time again? Speaking out about it only makes you branded as anti-semitic and gets you cancelled, genocide wouldn't even work because humans are like wienerroaches and you just can't exterminate all of them when there's this many plus it gives them victim buff, there just doesn't seem to be any civilized or uncivilized way to stop them.
>genocide wouldn't even work because humans are like wienerroaches
>jews
>human
Anon...
I fricking knew they're going to pull this "Okay we listened and are going to tone it down but it's still completely unreasonable" shit
who the frick decided "cost per install" was a good idea?
It must be an Unreal Engine employed spy.
It's pretty crazy that Unity completely stagnated in development once he took over. Imagine what would've been if they had a good CEO for those 10 years instead.
You are fricking moronic
https://twitter.com/stephentotilo/status/1701767079697740115
Good news bros, it's only INITIAL downloads that get taxed! Demos and GamePass are safe!
>Change whatever system hash they generate every install
>Even easier to make sure your fake install go through
>Good news bros, it's only INITIAL downloads that get taxed!
Couldn't you still cheat that? Like how would they know what's an initial download and what isn't? Couldn't you still use the VM/VPN trick?
>we'll charge Microsoft for the owed GamePass fees instead
L M A O
>Demos mostly won't trigger fees
Lol, lmao
How the frick would they know?
You have to totally trust them bro they definitely don't have a financial incentive to miscalculate installs tee hee
What's stopping them from altering the deal in the future?
/v/chuds lose again
So this guy just ruined the lives of dozens if not hundreds of thousands of mentally ill shut-ins with nothing to lose. Why won't any of them brutally kill him?
Well you see every single psycho in history who hates the establishment and authority instead decide to shoot up kindergartens and then shoot themselves in the back of the head.
What happened to unity?
John Rigatoni was appointed as the CEO of Unity Technologies.
it shattered
>Unity announced earlier today that all games made with Unity starting next year will be subjected to a 20 cent fee every time the game is INSTALLED
>People immediately figure out an exploit and hypothesize that people can run hundreds if not thousands of bots that install and uninstall a game over and over, raking up fees and potentially bankrupting a dev
>People jump ship in droves to look around for other game engines
>Unreal is now trying to walk back the changes but the damage is done
>Unreal is now trying to walk back the changes but the damage is done
What does Unreal engine have to do with Unity in this?
I meant Unity.
Announced they're rolling out some big monetization changes that were SUPER badly revealed and worded, leading to a lot of misinformation and one point in specific becoming meme-worthy.
There's two parts to it:
Plans
>Before you had to upgrade your Unity subscription based on how much your company made on games as a whole (Personal is free, Plus at $100k profit, Pro at $200k)
>Now they're removing Plus, but also removing the cost limitation, so you don't have to get a paid account but the only paid option is now in the thousands per year
>Those who are on Plus currently can either keep using Plus till it expires and they'll be put back to Personal, or upgrade to Pro at the Plus cost for 1 year before having to pay the thousands after
>They announced a bunch of new shit including AI gen stuff for Pro
Unity Install Fee
>A fee will now apply on every install of the game (essentially a tax for install) AFTER the game achieves two thresholds
>$200k Revenue in 12 months ($1M for Pro and on) AND 200k "installs" lifetime (1M for Pro and on)
>Installs AFTER that point will charge 20 cents per install to the Developer, less amounts for Pro and on.
>The big frickup is what they define as "install" is currently looking like ANY install of the program, even if it's from the same account multiple times, sent out as demos, or even if it's pirated, which keeps charging the devs more theoretically
>But others are thinking it's a "first initialization" thing cause the FAQ says Initialization as well, which would make it less likely to multi-charge
>Unity hasn't been clear on how they'll avoid fraudulent "installs" to charge devs
Honestly, the overall changes aren't that bad. The real issue is their loose definition on "install" creating tons of problems.
>leading to a lot of misinformation
>honestly, the overall changes aren't that bad.
t. unity employee
No, I'm just an educational Unity Developer that actually read the site unlike most people making stuff up or listening to people on twitter.
I needed to know if this would be affecting my stuff with the university I work at in case we'd have to swap platforms. They make a point in the info site on how educational/non-profit games are exempt (they don't even hit the $200k revenue thing anyways).
Reading the site I realized that a lot of the things people are saying are just outright wrong or blowing things out of proportion. This change mainly affects large corporations rather than small indie devs. The biggest issue with it is just the definition of "install" which I assume they're going to refine after all this backlash.
I mean, it is basically royalties though? The intent is clearly for it to act as a kind of "tax bracket" approach: you surpass the threshold, you now have to get a tax on all installs past the threshold. You're not charged for the prior buildup or anything, just everything above, similar to how moving tax brackets work.
The main problem here is that that is how it'd work in an ideal situation where one purchase = one install. The problem is that it's not clear how they're going to address people having to do many installs due to troubleshooting or people pirating the games thus making installs without purchase. Or demos that function similarly.
Unity needs to make it clear what they're charging for here and how they're gonna avoid exploitations.
It's not royalties because it's a bullshit calculation. The ethical royalty scheme is a flat 5% or whatever based on revenue. You pay a 5% tax on your sales for the game, it's simple, it's cut and dry and easy easy to plan for. The $0.20 fee is actually a cheap game tax, it fricks small indies hard as they're the ones most likely to make a $5 game.
Stop sucking their dick, this scheme is fricking awful and clueless and borderline criminal and I hope they burn to the ground because of this.
But at $5 per game, you're only going to pass the money threshold at 40k sales.
Old infographic (2020) but it seems that most indie devs don't make that $200k cutoff.
I DO NOT FRICKING GIVE A FRICK WHETHER IT ONLY IMPACTS THE TOP 10% OF INDIE DEVEOPERS
That is a shitty fricking ass way to talk about this issue. 40,000 sales IS NOT a crazy amount, I know for a poorgay piece of shit that sounds like a lot but it fricking isn't and certainly isn't unobtainable for any indie developer that is actually professional quality. Brotato (made in Godot) is a perfect example of a well executed cheap game title made by professionals. The fact is there is a huge subgenre of $5 games an indie dev can make and easily hit the revenue limit just with a few years of work.
>Brotato (made in Godot)
No sales tax
No install tax
just LOADSAMONEY
the fat goat ass platformer hit the mark in a month with just 7 months of work
though he used ue4, so that paid off in the end
For a lowpoly game like that I always suspected it was made in unity
As I keep saying, the install language is still a problem. But if a game is selling for $5 and is THAT successful already, I really don't give a shit if they start getting a further charge eating into the money a bit.
If they just clear up the idea of "installs" being what triggers the fee, then I really don't care about it and don't think it's that big a deal. You used this platform, they get a cut of stuff. You do really well on it, they get a bigger cut.
Unreal uses some kind of royalties system too though. I think only Godot is COMPLETELY free from any additional fees.
I hope you choke and die tonight you wienersucker.
LMAO comparing Unreal's fees to this
TRULY delusional
You're a blatant shill, just stop. Nobody's buying it.
Exactly. The only reason they wouldn't use the industry standard of royalties is because they plan to cheat. "Just trust me, I'll only count REAL installs", is not believable.
>I mean, it is basically royalties though? The intent is clearly for it to act as a kind of "tax bracket" approach
They were already fricking doing that in their previous system, which worked on sales.
This is moronic.
Royalties are the only ethical way to charge for an engine, frick off. Also, as if Unity isn't grifting enough with their asset store. Frick it pisses me off so much, they're acting like it costs them a billion dollars to make a game engine which literally has zero overhead.
There's no way trying to retroactively apply any sort of fees is legal.
They won't be retroactive. They will be charged going forward. The issue here is that the games were released under one contract and it is abit iffy if you can change one contract retroactively.
They are charging for installs of games that were developed and released prior to this change. That's retroactive.
no they are charging for installs starting in january but they're including games that were developed and released prior to this change is my understanding of it.
So, which engine should we move to now?
Luminous Engine
clang clang clang, GET ISRAELI! GET ISRAELI! GET ISRAELI!
how does unity even know how many times a game is installed? wouldn't that only be known to the publisher/developer of the game?
mandatory telemetry in all unity games.
They've been putting telemetry inside of the .exe for years
I've been here for like a decade and a half and it still surprises me some of the dogshit positions Ganker just so they aren't on the same side of the majority of popular opinion.
Hey guys i'm trans
>Be Pirate
>Make cheap as shit budget pc running Linux
>See a game or game company I don't like
>Download and install pirated copy
>Do it again
>Do it again
>Repeat until my 22 TB hard drive is full of nothing but the operating system and 10 thousand copies of the game
>Factory reset PC and do it again until the company is dead
Wouldn’t you have to download from a legitimate source for them to count how many times it was downloaded and installed? How the frick would they know if you torrented it?
Telemetry baked into the engine.
Not even a conspiracy, true and easily verifiable fact.
>Wouldn’t you have to download from a legitimate source for them to count how many times it was downloaded and installed? How the frick would they know if you torrented it?
Unity is already pretty good at tracking pirated copies through it's built in telemetry, now that they've partnered with a fricking Israeli company, frick knows how much they're scraping.
tl;dr what does any of this mean for me?
Your pirated games can now actually cost devs money.
Based. I hope somehow this effects EA so they can be taken down.
Lots of games possibly getting delayed. For example Silksong uses unity.
It means:
1) Indie game prices will sharply increase for the next few years while people try to recoup the new cut unity is taking
2) Indie games will also take longer to release for a while, because people who were fast and knowledge in unity now start from square one in a new engine
3) Stricter DRM on indie games to reduce the amount of piracy, when previously most indies didn't give a shit it now actively costs them money
There's probably more, but those are the most obvious ones.
Israelis tightening the leash on who gets to make games
Has there been any confirmation on what they mean by installs?
Presumably they said install rather than purchase because they want to include F2P games which aren't purchased. One fee per account that purchases or plays the game for the first time that month isn't nearly as big of a deal.
It's not PER account, it's per device, however that is defined. Take into account just a normal phone game, if you installed a F2P game multiple times as you buy a new phone every two years (which is reasonable to happen), the developer is charged $0.20 every time. It's one of the worst schemes I've ever heard.
see pic here
Ok nevermind this is kinda based
Nevermind, Unity based
I believe they specifically said they'd somehow make installs from Charity Bundles have the fee waived.
Game quality is not gated by programmers but by designers (and shareholders).
either Nintendo or the pokemon company are going to destroy them in court.
So I hope theres a website in place for alot of these games as for game like ravenfield needs a home
>So I hope theres a website in place
Anon the devs will want their games vanished from the internet if this stunt goes through
Take the RPG maker pill boys
I've played the Black Souls games, OFF, Space Funeral, Ib, and Crooked Man. Any more RPGM recs?
LISA and it's fangames
tbh after the lukewarm update LISA got very recently itd be better to pirate it.
>Engine devs recently had a trannie member go ballistic over 'mispronouncement' as they had called it
>One of the devs called the trannie dev 'dude' by accident apparently
>Trannie is serving time for threatening to murder the family of the dev
I shiggy diggy famalam
The only way they can salvage this shit show is to walk it back AND fire the CEO.
Just walking it back (likely to happen given backlash) won't be enough as they've burnt any and all good will doing this.
The year is 2050. Videogames no longer include and executable, assets or even any code, just the Unity runtime. As soon as a game comes out bots automate the installation and uninstallation process, processing them hundreds of times per second. All game companies are game companies in name only, in reality being unity EULA debt collection agencies, while also running bot insta/unsta farms, collecting money from their competitors while alo trying to stave off bots from the same competition. Game developers are just the name given to special agents who infiltrate and sabotage their enemies bot farms. This is gaming, this is the future. The future is......Unity Runner 2050.
>Silksong literally murdered in the womb by Unity
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
Its fine bro, just wait another 5 years while they port to godot.
This is the company that bought out Unity last year.
PURE COINCIDENCE
>Tel Aviv
Meanwhile the reality
>find game you like
>some troon destroy it because it has a white male in it
INSTALL
INSTALL
INSTALL
INSTALL
GET BANKRUPT
GET BANKRUPT
GET BANKRUPT
GET BANKRUPT
https://forum.unity.com/threads/unity-plan-pricing-and-packaging-updates.1482750/?utm_source=twitter&utm_medium=social&utm_campaign=company_global_blog_2023-09-13_updated-forums-faq
>Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs?
>A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data.
Review-bomb install abuse bankruptcy tech confirmed.
>Q: What's going to stop us being charged for pirated copies of our games?
>A: We do already have fraud detection practices in our Ads technology which is solving a similar problem, so we will leverage that know-how as a starting point. We recognize that users will have concerns about this and we will make available a process for them to submit their concerns to our fraud compliance team.
Submit a complaint and we won't ignore it lol trust me bro
>Q: Are these fees going to apply to games which have been out for years already? If you met the threshold 2 years ago, you'll start owing for any installs monthly from January, no? (in theory). It says they'll use previous installs to determine threshold eligibility & then you'll start owing them for the new ones.
>A: Yes, assuming the game is eligible and distributing the Unity Runtime then runtime fees will apply. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Made a popular game 10 years ago? You're on the hook for life b***h.
jesus fricking christ
>Yes, assuming the game is eligible and distributing the Unity Runtime then runtime fees will apply. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Is that even legal?
If they don't walk this shit back, we'll be finding out.
That shit isnt legal in the United States. That level of israelitery is probably legal in tel aviv, though. I hope a bunch of companies sue the shit out of them.
>we profit from pirates pirating your game, but we'll totally do something about it and not charge you for it, honest
LMFAO
>HAHA just trust us we promise we wouldn't exaggerate your install count to make more money, there is no conflict of interest in a system where you have no oversight, we *promise* we counted 2000 installs yesterday, your game must be really popular!
>Review-bomb install abuse bankruptcy tech confirmed.
That part already seems to be deconfirmed by
. Only initial installs should count. Though there could still be ways to frick with the HWID to make it keep thinking this is a new initial install.
>Submit a complaint and we won't ignore it lol trust me bro
Yeah, they are really being cagey on how they'd avoid this issue. That's the thing burning them the hardest here. I bet their PR is shitting themselves right now.
>Made a popular game 10 years ago? You're on the hook for life b***h.
I think you're only on the hook if that game is STILL selling hard and hitting that $200k threshold.
Since they specify "$200k in a 12 month period", I think if your old ass game was popular but isn't anymore it'll be clear. But if it's still selling hard then yeah, they got you by the balls it seems unless you just stop selling it so the revenue becomes 0.
Any Android game can be easily frauded this way, just use an emulator and change the hardware ID on the fly.
That link is direct from their official Q&A, if they're changing their line now in twitter journo interviews it's pure panic-induced damage control.
> We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Again, that is their own words direct from the source. If it broke the threshold of sales at any point, it's billed indefinitely.
>Since they specify "$200k in a 12 month period", I think if your old ass game was popular but isn't anymore it'll be clear.
They've specifically said that its from the games whole lifetime. They might only start charging you based on installs after Jan 2024, but if you hit that threshold at any point, they'll charge you for any new installs.
Hope you didn't make a popular game a decade ago, because now you'll owe them money every month for the rest of eternity if anyone installs it.
>Hope you didn't make a popular game a decade ago, because now you'll owe them money every month for the rest of eternity if anyone installs it.
That can't be legal if the dev delists
Nothing says the fee is applied forever.
They very clearly keep saying "lifetime installs" AND "12 month revenue" as the criteria.
Again, from their site:
>Unity Personal and Unity Plus: The Unity Runtime Fee will apply to games that have made $200,000 USD or more in the last 12 months AND have at least 200,000 per-game lifetime installs.
>Unity Pro and Unity Enterprise: The Unity Runtime Fee will apply to games that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 per-game lifetime installs.
>Please note: It is important to remember that games that do not reach the revenue threshold, including games that are not monetized in any way, are not required to pay the per-install fee.
I think it literally is illegal for them to demand the fee permanently, that's why they included the revenue threshold. By doing that, they can say that the fee is only applied in whatever 12 month period where the developer made that revenue.
Considering they can just retroactively change the TOS whenever they want, expect the worst
>They very clearly keep saying "lifetime installs" AND "12 month revenue" as the criteria.
Frick so Pillars of Eternity is safe? God fricking dammit
Android emulators make it easy to frick with HWID. And PCs can use virts as well to do so. "Bankrupting" is impossible, but Unity getting a few extra bucks by faking installs is perfectly possible.
Can I get a QRD?
it's da joos
choosen people doing their shenanigans
unity wants to charge developers 20 cents per INSTALLATION of their games past 200k installations of games using the unity engine. installation threshold applied retroactively, and charges starting from january 1st 2024 onward.
their goal was to israelite big mobile games like genshin impact and a bunch of other gachas, but in reality they're killing the unity indie scene and opening the door for insane non-competitive practices by large corporations to destroy smaller devs. someone on here already mathed out that one person running one script for a year could cost a developer over $200,000 in installation under this new israelitery.
>someone on here already mathed out that one person running one script for a year could cost a developer over $200,000 in installation under this new israelitery.
The number is a lot higher if you switch from a SSD to a RAM drive
Unity is dead.
No one will use it anymore
>look up the CEO of Unity
>it's motherfricking John Riccitiello
he's gonna be dead after Nintendo, The Pokemon Company and the gacha mafia are done with him.
This, Nintendo, Sony, Aniplex, Mihoyo, Tencent and so on will be out for blood.
yeah unity is gonna get lawsuits up the ass for this
>Genshin Impact
It's over. I'm going to get less primogems.
Games with microtransactions are exempt from this fee.
No?
I don't think they care too much about Pokemon, it costs 60 bucks, a few cents would hardly make a difference. It's free to play games that rely on millions of people downloading and most of them not spending anything that would be affected
There are many indie games that are in the $5-$10 bracket that are greatly affected.
Nobody likes precedents like this being set.
I don't care what the change is, you tell Ninty you're unilaterally changing an old deal and they'll unsheathe their 1000x folded lawyers and teleport behind u.
you really think Nintendo isnt going to buttfrick him in court? theyre pissing off a bunch of gaming giants with this, their lawsuits dont even need to make sense, they just need to send in the lawsuit and theyre required to answer.
>Game programmers will have to learn about writing game engines again and therefore will become much better programmers in the process.
tell me how I know you've never written a single line of code in your life
Work smarter, not harder. We already got enough games with original made engines that will never release.
QRD?
Pricing changes that will either have no effect or make the engine cheaper for around 95% of devs getting blown out of proportion by people who can't read
Frick off we all know they're doing this scheme because they calculated it as making the most money and everyone can smell why.
it'll make more money of the top 1% of games, but the bottom 50% already weren't paying unity anything and still won't be, and the other 49% will either pay about the same or less
No the scheme is for catching the indie devs, the ones who make about $200k, ideally selling cheap games with many units.
>the other 49% will either pay about the same or less
nobody is paying LESS for this. this is a new ADDITIONAL charge, not a replacement payment structure.
WRONG
>nobody is paying LESS for this. this is a new ADDITIONAL charge, not a replacement payment structure.
Yes they are
Before if your game made $250,000, you'd have to start paying $2000 a year to unity
Now you'd have to pay 0, because unless your game is $1 then $250,000 in sales isn't enough to get to the 200,000 installation threshold
Anon, you still need to pay licensing fees
This is a new fee on top of the old fee
They removed the old requirements for licensing fee. Now you are allowed to make a game that makes $1,000,000,000 in revenue while still on the free plan
Not according to what they currently have listed, but go off with your delusions king
>Unity Personal will remain free and we will be removing the annual revenue limit of $100,000 USD for eligibility to use the Unity Personal plan on January 1, 2024.
No one asked for this change, we know this change was for israelitery.
This assumes one sale = one install, which we have stipulated is clearly not the case. Pretty sure there are no solid public numbers on the average number of installs for the public at large
realistically, an overwhelming majority of people are only going to install a game 1 or 2 times maybe 3
The fee only comes into affect for installations after meeting the thresholds of 200,000 installations and $200,000 in revenue
>Edge cases don't matter
rip
So you're saying they punish small developers if they make a successful game?
Of course my numbers are the most generous calculation, not account for people installing the same game 3 times.
Fricking wienersucker.
>realistically, an overwhelming majority of people are only going to install a game 1 or 2 times maybe 3
I too enjoy baseless conjecture upon gut feeling estimates
I've been PC gaming for 20 years and the only game I ever installed on 3 different devices was tf2. Uninstalling and reinstalling a game on the same PC does not count as a new installation
>indie game
>$15
>13,400 units
>$2,666 in fees
GEE ANON LOOK AT THAT MATH WHAT A STEAL, IT IS ALMOST LIKE THEY DID THE MATH
does this effect my porn games? if not I don't really care.
It's very likely the reason why Illusion shut down and came back with a new name
depends if your porn games were made with unity
They'll stop using Unity. Should be an improvement.
>use RPGMaker instead
to be fair, rpgmaker games can be good if made with effort, Karryn's Prison, which I haven't played myself, is said to be one of the best "H-games" around.
> games can be good if made with effort
That's true of any engine
The reality is that just like Unity, there's a ton of garbage made out of RPGMaker.
RPGM is good for porn games because it's easy to cheat and easy to play with one hand. simple as. can also make decent four-homies-in-a-row games. that said I don't think there's any "gold standard" engine for porn games sans maybe Skryim.
based
I was more talking about ones already released (or in the usual development hell) since the thread seems to be talking about having backwards issues.
also kinda based but I doubt it. don't even know how they could reopen.
There is absolutely no fricking way this will go down as it is, Nintendo uses Unity. They will absolutely destroy them in the courts.
>Download Genshin Impact
>Uninstall Genshin Impact
>Repeat infinitely
>singlehandedly bankrupt the Chinese government.
And this is a bad thing?
>news came in, Unity is bought by Tencent
ngl i just want to lawsuits to come rolling in, even one of these
can frick them into dirt without any effort
Tell me about Team Cherry
Are they safe? Are they alright?
>Tell me about Team Cherry
>Are they safe? Are they alright?
If they make more than 200k from Silksong they could be hit with 20 cents every time someone re-installs Hollow Knight LMFAO
I imagine they're so far into development that they'd rather get it out and risk the Unity fees instead of spending 5 more years porting over everything
It's either bite the bullet and port everything to a new engine or risk getting bot trolled. No easy way out of this.
>Gaben snapping the CEOs spine waiting room
so how many corporations did unity just piss off
on the top of my head
>Sony
>Actiblizz
>Cygames
>Nintendo
>Mihoyo
>Tencent
>Netease
>Nexon
>Netmarble
>Kakao
basically big Jap, Big asiatic and Big Chink and some big Americans too
"fricked" doesn't even begin to describe Unity right now does it
The Pokemon Company too
Predicting a "Mass shooting" at unity HQ in the coming months
Microsoft is going to have to pay per install on Unity games on Gamepass. This is also going to hurt smaller publishers like Devolver Digital who are going to be more likely to reject a game if it is made in Unity in the future.
Pissed big corpo are just going to lawsuit the moron
>Nintendo
>The Pokemon Company
>Sony
>Tencent
how do you get out of this alive?
Don't forget them claiming that Microsoft will be the one that will have to pay the installing tax for the Game Pass games instead of the devs
They must be very excited to receive a massive bill every month for every single shitty unity game they paid pennies to put in their service
I sincerely want these evil companies to put their money where their mouths are and kick the shit out of another evil company.
the japs and chinks definitely will and they will be ruthless.
Sony has literally killed for less than this and Nintendo has completely fricked over a single person's life for less too.
Gaming dark age.
Brought on by a company with a black box as their logo named 'unity'. It's almost perfect.
Didn't the current CEO get kicked out of fricking EA of all places for being too greedy?
How do people like that keep ending up at the top after burning things down around them?
>Didn't the current CEO get kicked out of fricking EA of all places for being too greedy?
EA shareholders forced him to resign after completely tanking EA financially, now he's the CEO of Unity and....
Don't worry, I'm sure he'll get another $5M+ exit package and become CEO of some other major company.
He kinda already ensured himself an exit package, he sold a bunch of shares like a week ago.
How the frick can you short your own company and then frick it up the ass when the time comes?