what's wrong? Unreal's too hard for you? Are you too much of a goo goo gaa gaa manbaby to write in C++? You know that unreal's open source too and you can compile it and use it without an epic games account.
>You know that unreal's open source too
I'm still honestly surprised it is. It's a good thing but you'd think such an industry behemoth that's used by all sorts of scummy corps, including Epic themselves, would want it closed-source but nope, afaik Unreal 5 is still open source as well.
There's a massive difference for the devs tho. For starting, they can't implement restrictions such as the unity logo at a fundamental level, simply because such restriction would be trivial to remove in an engine which source is open.
Well yeah but Epic isn't losing anything from that either. The Unity splash screen is usually considered as a mark of shame because the only reason to have it is that the dev couldn't afford to remove it.
>You know that unreal's open source too
I'm still honestly surprised it is. It's a good thing but you'd think such an industry behemoth that's used by all sorts of scummy corps, including Epic themselves, would want it closed-source but nope, afaik Unreal 5 is still open source as well.
You can literally use google if you come across with any issues with Unreal, is that easy
[...]
In 360 and PS3 era it did
[...]
Octopath and Live A Live runs in Unreal
>In 360 and PS3 era it did
they still look the same. You can tell an unreal game by how they render 3d models, doesn't matter what shaders you use
Besides being hard to program for Unreal is also a resource hog that you need to make a chunky 3D game in order to justify using it. Everyone will call you a retard for trying to make some kind of 2D side scroller or pixel RPG in Unreal that takes up half their PC's resources.
Ok, this is a good time to ask, because I saw Mongol Unreal and it was a 600MB game with what looked like a simple walking simulator with minimal assets:
Can you really not reduce the filesize in any way? Don't they have ANYTHING in the docs that talks about removing unnecessary shit if your game doesn't require it?
You can by removing unnecessary plugins but good luck navigating the docs for useful information, they aren't great and complete hit or miss on quality.
you can reduce it by setting compression level to maximum, removing unused shader permutations (ex. mobile game? don't ship with desktop quality shaders) and plugins
the absolute minimum is around 140MB. It's pretty easy to do, but not well documented
>C++
it's not true C++, i once tried to use unreal only to find a deviation from proper naming conventions, with unreal adding random characters at the beginning of my class names
this made me realize that i was not coding in c++ but in unreal++, unreal's custom language that pretends to be c++ but is not
Everything you said is wrong. Unreal is arguably the easiest engine to use depending on the project since a ton of stuff is already there for you out of the box. Hardly anyone is writing their games in bastardized Unreal C++ anymore, it's all blueprints. Source available is not open source. You also need a github account tied to your Unreal account to be able to access the source repository.
>You know that unreal's open source too
I'm still honestly surprised it is. It's a good thing but you'd think such an industry behemoth that's used by all sorts of scummy corps, including Epic themselves, would want it closed-source but nope, afaik Unreal 5 is still open source as well.
>You know that unreal's open source too
Not exactly. "Source available" is different from open source, Unreal Engine is still bound by a proprietary EULA license and you're restricted to how you can use that source code.
There is criteria to be met before your software license actually meet the open source definition.
That "definition" is wrong. Open source means that it's available and free so that anyone can use it etc. It has nothing to do with technology neutrality or lack of discrimination.
Free as in freedom. This is why open source sucks as a concept. It muddies the water between freedom to use the code and the code’s availability. It needs to be both accessible and available: free software
>Are you too much of a goo goo gaa gaa manbaby to write in C++?
Godot has c++ bindings and very easy to integrate.
>You know that unreal's open source too and you can compile it and use it without an epic games account.
Same with godot
Sure, unreal is much more advanced, but were talking about indie games here
How retarded would one have to be to trust timmy of all people after unity pulled this bullshit? Godot getting a surge of support benefits absolutely everyone except those assholes. If it can become like the blender of game engines, we are fucking set.
timmy has literally done nothing wrong besides not banning AIslop on artstation and keeping that one dude who kept designing fortnite skins with giant fucking feet on payroll too long
>GAME DEVELOPMENT SHOULD BE HARD JUST BECAUSE >NO I DON'T CARE IF UNITY MADE IT EASY IT'S NOT ABOUT THE GAMEPLAY OR FUN IT'S ABOUT HOW HARD IT IS TO MAKE
python do things on the go, C# doesn't.
if you fuck up in python it won't tell you outright, if you fuck up in C# the compiler will bitch at you to fix your shit, C++ is superior though.
>I wish some gay would make a good engine for Python already.
Bro? Your Godot engine? If you Python, then you'll know GDScript. The syntax is pretty much identical.
It's source-available not open source. You can't even access it without registering for their GitHub group (which caused a legendary email spam issue). Godot is free and open source, you don't need to pay any licensing whatsoever.
It's also tiny in comparison to Unreal which like most proprietary software is bloated and although it doesn't straight up force you to include spyware in your game EOS definitely is spyware.
It's open source in a sense, but not FOSS. This debacle opened my eyes to the fact that these engine companies can do stuff like this whenever they want, so trusting any proprietary engine again is out of the question. I'm almost 2 years into a Unity game, but it took two hours to decide to migrate to Godot; I have to first learn it though. It's gonna take me like 5 months tops, but I guess that's the price of freedom, so I'm cool with it. I make all my assets from scratch and even my own music and voice acting, so I ain't even mad about losing access to the Asset Store.
you don't even need to write any code in UE, it's literally the easiest. the reason some devs dont like it is because the insane performance and space overhead is only worth it if you're a graphicsfag.
im not interested in having simple looking indie games run and install like AAA titles just because the engine isn't optimized. indie games should be small and run on potatoes
I wish some gay would make a good engine for Python already.
I don't want to learn gay languages like C# or C++.
What's the issue with C# that C++ fixes? Please tell me your secrets.
C++ allows you to manage memory yourself and use custom memory allocators (arenas, pools etc) and it has proper debuggers like remedybg that can actually tell you what is screwing up as you run it.
[...]
C# is garbage collected and doesn't allow you to manually allocate memory. It handles that for you.
IGNORE C POSTERS.
BEHEAD C POSTERS.
ROUNDHOUSE-KICK C POSTERS.
KILL C POSTERS.
RAPE C POSTERS.
CANNIBALIZE C POSTERS.
TORTURE C POSTERS.
ANNIHILATE C POSTERS.
>hearty kek at all the freetards going UH NOT THE RIGHT KIND OF OPEN SOURCE >they just want to steal others' work. GPL is communism
The notion of "intellectual property" is fundamentally flawed and harmful to human progress. Treating ideas, information, and culture as ownable property may benefit individual interests, but ultimately stifles innovation and shared knowledge.
Knowledge itself is non-rivalrous - one person using an idea does not deprive others of benefitting from or modifying that idea. Yet intellectual property laws create artificial scarcity, restricting usage and distribution of information that could be freely shared. This impedes the cumulative innovation that comes from building on existing ideas.
The increasing expansion of intellectual property protections also threatens the public domain. Things like folk tales, recipes, or yoga poses become "owned" despite being part of shared human culture for ages. Corporations can then restrict or charge for cultural elements that ought to belong to all.
Intellectual property law also fails to properly credit all contributions to ideas and innovation. Advancements build on centuries of shared knowledge, yet single individuals or companies are granted monopolies, as if breakthroughs emerge from a vacuum. No creation springs wholly formed from one person's mind.
There are better systems than intellectual property for supporting creators, like patronage, prizes, or basic income programs. Ideas flourish when freely shared, not locked down for profit. Focus should be on what benefits humanity most, not protecting private corporate interests. True innovation comes from the open exchange and modification of ideas for the common good.
tl;dr fuck you and fuck your profiteering for holding back the progress of mankind at large.
Anon, many VN variants are possible in RPG Maker. You just have to shut up and try instead of wishing for something that does x y and z and spinning your wheels all day.
very doable with show picture events
rpg maker is *the* perfect engine for your use case. Don't worry about your game being pretty before you know it's fun to play
I never want to hear anyone bag on RPG Maker not being capable of what they want until they've actually done something to a high level with it. The Japs run circles around western copers in spite of 2k/3/etc's limitations.
2 weeks ago
Anonymous
>The Japs run circles around western copers in spite of 2k/3/etc's limitations
That's because all they ever use is rpgmaker for nearly everything due to it being made in japan despite the engine being a piece of shit and extremely narrow in scope. It's one of the biggest reasons why the indie scene blows ass over there.
2 weeks ago
Anonymous
>*deranged envious westoid noises*
2 weeks ago
Anonymous
Anon, a lot of JP devs just make plugins for RPG Maker for fun.
The actual indie scene there is still very old-school and outright write up their own engines from scratch instead of using any game engine set for use.
Even a retard newfag in the JP indie scene is already a better programmer than half of the westoid AAA industry.
2 weeks ago
Anonymous
I can guarantee you that the people that make all these crazy rpg maker games also have real jobs in which they use professional tools
they do it as a hobby and use rm2k out of nostalgia since it's probably the software that introduced them to gamedev when they were young, and it's fun to try and twist a very old and limited engine into doing something it's not supposed to
2 weeks ago
Anonymous
These are tech demos
2 weeks ago
Anonymous
>a fuckhuge amount of cinematics using the same copy-pasted backgrounds and terrains >using gif for some portraits >zero gameplay
you have to be kidding.
2 weeks ago
Anonymous
They (VIPPERs) call them "見るゲー" for a reason - there is an entire category of games that you're just meant to watch/read rather than play, some of which are remarkably well-made.
2 weeks ago
Anonymous
>there is an entire category of games that you're just meant to watch/read rather than play, some of which are remarkably well-made.
unsurprising considering sony came from that country, also they don't do anything new with GM, if anything abusing the animation system is far better than having to deal with the rest of shit that is GM.
hmmm.... are you sure this is the best you can show to prove your point?
dont get me wrong: i agree with you, but maybe you will need something like this:
the isometric 3D shit is fairly recent though, took them 27 fucking years to do what ragnarok did eons ago without setting the engine on fire.
2 weeks ago
Anonymous
>the isometric 3D shit is fairly recent though
it's not anon, it's been a thing for ages
2 weeks ago
Anonymous
>it's not anon, it's been a thing for ages
3DMV is from 2019, on a 30yo engine...
2 weeks ago
Anonymous
We're not talking about MV here.
2k3 only recently got a reasonable way to do pseudo raycasting with the recently released Maniacs Patch, which greatly reduced the difficulty of performing the necessary math quickly enough to make something that's actually playable.
The Doom Clone way up above is written in 2500 or so lines of RPG Maker's own Events and nothing more because devs don't have to wrestle nearly as hard with the assembly-like event "code" nowadays.
2 weeks ago
Anonymous
speaking of the doom clone:
https://w.atwiki.jp/vip_rpg/pages/855.html
you can dl it here, and also has:
-a pinball game (which supposedly is the main attraction.
-a pacman clone
-a kungfu/kungfu master/spartan X clone
-an Afterburner clone
-a virtual pet
if i remember my history lessons correctly, RPGMaker 2003 was the first one to introduce scripting, correct? theres no way all of that was made using events.
2 weeks ago
Anonymous
>RPGMaker 2003 was the first one to introduce scripting, correct?
Nope. That was XP. Newer makers may have scripting, but the default editors lost lots of features that MUST be invoked with script calls. Lots of people will never know about the extremely important >indirect variable reference/pointers
because that hasn't been built into the Variable Ops commands of any maker since 2k3.
2 weeks ago
Anonymous
>*even more deranged and envious westoid noises*
2 weeks ago
Anonymous
bro if you want to bait just say stupid shit.
2 weeks ago
Anonymous
Movie games in japan: >The pinnacle of gaming with the PS1, with the crown garden gnomeel being golden era squeenix's trinity of Final Fantasy Tactics, Final Fantasy 7 and Vagrant Story, all extremely innovative games that pushed the hardware to it's absolute limits and proved that gaming can not only be on par with cinema, but surpass it through it's interactivity. Taking full advantage of not only the knowledge from cinematography itself but also giving players massive amounts of depth to sink their teeth into, all while being intuitive for the average normalfag at the time, with most games letting you skip cutscenes if you only care about the gameplay.
Movie games from the westoids: >A bunch of soijack slop written by hollywood rejects when hollywood itself is already bottom of the barrel shit, with the gameplay being 90% unskippable cutscenes and the other 10% being the exact same copypasted souls+asscreed hack and slash or the exact same copypasted over the shoulder first person shooter. You also have to babysit a brat while non-stop marvel quipper dialogue plays for the entire runtime.
2 weeks ago
Anonymous
>ignoring the fact that moviegames are shit no matter where they are from
you can fuck off now.
2 weeks ago
Anonymous
hmmm.... are you sure this is the best you can show to prove your point?
dont get me wrong: i agree with you, but maybe you will need something like this:
Anon, many VN variants are possible in RPG Maker. You just have to shut up and try instead of wishing for something that does x y and z and spinning your wheels all day.
RPGmaker is the shittiest and crappiest """engine""" in existance, gay.
I gave up on RPG Maker because it's too much work to edit things in its UI, now I work with scripts and it's so much more practical...
However, I'm of the opinion that if you can't entertain someone with RPG Maker, then you probably can't with any other engine.
Anon, many VN variants are possible in RPG Maker. You just have to shut up and try instead of wishing for something that does x y and z and spinning your wheels all day.
Renpy is by far and away the easiest way to make a vn, point and click or otherwise. Blows my mind when anyone makes a straightforward vn with anything else, a total waste of effort.
I've seen so many make a VN on Unity (until now) and not once did they ever do anything that wasn't simply done on Ren'py. I think they bought into the "you can't have decent animation in ren'py" meme.
> Are you too much of a goo goo gaa gaa manbaby to write in C++?
Yes. I just want to make a game so it has to be as simple as possible. Programmers don't design great games anyway.
Because I don't need the bloat, if I wanted to be a tryhard gay you wish you were I would make my own engine in C++. I don't need an empty deployable being 100mb
you don't have to with Unreal's NATIVE visual scripting.
Several known coding devs and asset flippers use it on that God forsaken engine.
Tbh if you are doing a solo project, doing it on Unreal isn't gonna make it better, start doing Unreal once you start a AA or even A project with a team backing you up.
A game has to sell over a certain amount (200k) and see a certain number of installs (100k) before it starts to cost the developer money. So free games are safe, for now
there is no way they're not reverting this change
either that or it's an intentional plan to nuke the company (for what purpose remains a mystery)
2 weeks ago
Anonymous
>(for what purpose remains a mystery)
when youre a suit you actually make money if your company fails
2 weeks ago
Anonymous
This. Self sabotage can be more profitable in the short term. Just short your own stocks then crash it into the dirt. It's not insider trading if you can claim that your strategy just didn't succeed. Ideally you blame some junior VP or something and fire him.
Repeat every quarter until either you're a billionaire or your company is bankrupt. Then get hired someplace else and repeat.
2 weeks ago
Anonymous
They don't care about indies anon, they want the big fish money
2 weeks ago
Anonymous
Big fish doesn't want their shit because this retarded plan is also anti profit.
2 weeks ago
Anonymous
Yeah what are they gonna do? Migrate to another engine? lol
2 weeks ago
Anonymous
unironically, yes...
they'll just delist their older titles and move on
2 weeks ago
Anonymous
Yeah I'm sure mihoyo is gonna migrate all its gachas to UE5...
it worked for system shock remake
lol no, I doubt it'll ever make any profit after being in dev hell for so long
2 weeks ago
Anonymous
We'll see, anon
this is china we're talking about...
2 weeks ago
Anonymous
it worked for system shock remake
2 weeks ago
Anonymous
this wouldn't even affect (most) indies
the big fish are the ones who are going to hate this the most
2 weeks ago
Anonymous
They're asking less money from big fishes.
2 weeks ago
Anonymous
Big fish will just jump ship.
2 weeks ago
Anonymous
They might want Mihoyo money, Genshin and Honkai are both unity, right?
And what if you want to make free games for fun and one becomes popular?
2 weeks ago
Anonymous
You need to make 200k in revenue so free games don't apply.
2 weeks ago
Anonymous
what makes you think unity gives a shit about that? they see you made something popular using their engine, pay up like a good goy.
2 weeks ago
Anonymous
I understand, but that's just how it's written in the new guidelines. They could change it later I suppose.
2 weeks ago
Anonymous
I understand, but that's just how it's written in the new guidelines. They could change it later I suppose.
They'll probably force you to go through an audit. If they think you're making more money than you claim, they'll force you to pay the royalty unless you take them to court. Companies like Autodesk do similar things all the time.
2 weeks ago
Anonymous
>audits for thee but not for me
the install count is a load of shit, and they refuse to let anyone know how the black box functions.
it's going to just get abused by petty autists that want to see a dev burn and unity employees who want to pump numbers because they're a bunch of nickle-grasping twats and you're not allowed to prove or disprove that they're not extorting you because the entire process is a 1-way case of DUDE TRUST ME
2 weeks ago
Anonymous
crab game had an item shop and also allowed you to sell items on the Steam marketplace, wouldn't surprise me if he earned more than 200k from that.
Game maker doesn't do anything special thatd make it good or bad at card games. If youre having trouble its because you dont know what you're even doing.
this is just about every engines case and when some retard scandi says "BUT UH UNITY/GODOT/UNREAL DOESNT DO THAT RIGHT SO I HAD TO WORK AROUND IT" is a cope for their shit programming and mishmash of bad code with built in features.
You can make anything with anything. Gamemaker is trash because it's poorly built and thought out. You'll waste a lot of time getting around its bad functions. Optimization is meh, and support for porting is bad. Even the licensing is retarded.
If you want to go for game maker, don't even waste your time and go for godot insteas. Support is dogshit, engine updates break some games beyond repair. Also, community is slowly dying.
>devs entire focus is on 3D when like 80% of the engine's users are 2D-centered >doesn't support pixel perfect cameras >no Switch porting unless you want to pay like 3k+ for an external company to do it >slow and not easy to fix in-engine >wants you to use some piece of shit dynamically typed scripting language or fucking C# like Unity instead of giving proper engine support for C/C++
This. The fact that they for some reason want to even DELVE into 3d and make use of their retarded scripting language is beyond me. They really could've simply prioritized on 2D and kept making it better while using C# and optionally C/C++, now it's simply becoming bloated for nothing.
It's always the people in charge that are retarded
he's only partially wrong, the next frontier is absolutely 3D.
if you make a 3D game you're instantly at a tier only 20% of the indies or even less are at.
less competition, perhaps the same potential userbase, or even more, because 3d is more accessible to modern audience than 2d.
3d has a higher chance for success as an indie dev.
I mean I can see why they want 3D since that's what a lot of Mobile shit wants.
But at the very fucking least throw us a bone on basic standards like pixel perfection and reasonable ways to write code in C++.
You don't need your program's filesize to go past an arbitrary number to be bloated.
If they implement shit that's useless, then it's bloated, unconditionally regardless of filesize.
>wants you to use some piece of shit dynamically typed scripting language or fucking C# like Unity instead of giving proper engine support for C/C++
It does have c++ support.
Pixel perfect camera and pixel snapping is supposedly getting fixed in 4.2 which is October Beta / November release.
Switch port, and porting in general, is being worked on through W4 Games and porting will apparently be subscription-based.
The only way for godot to become an alternative is for people to use it as a base and build a better engine with it.
The people in charge of Godot are idiots.
The reason they focus on 3D is, because 3D in godot is garbage.
They need good 3D to become a real alternative.
C++ allows you to manage memory yourself and use custom memory allocators (arenas, pools etc) and it has proper debuggers like remedybg that can actually tell you what is screwing up as you run it.
As in C# requires manual memory management?
C# is garbage collected and doesn't allow you to manually allocate memory. It handles that for you.
More generally than the garbage collection/automatic memory management, C# (and everything on .NET) gives you a "runtime". This makes your life easier in terms of functionality in a lot of ways (e.g. a lot of game programming is just event loops, and the runtime means that you get async handling for "free"). Free is in quotes because the runtime has a cost in the sense that you're ultimately it's bitch and can't really stop it from doing things you don't want it to. This can include performance issues that will be visible to the end user. C++ doesn't have one so you can be a lot more particular about what happens. But it's more painful because you have to painstakingly do a bunch of things that the runtime would take care of. You can still design/program yourself into performance issues with C++ though
You can still program in a way that makes the garbage collector unnoticeable. If you don't generate trash there's no garbage to collect. In practice no one is programming for a game that C++ or C# can't do.
oh that's cool, I owned it since the winter sale but haven't gotten to it, lol.
I'm making a boss rush game in godot
https://zerochance.itch.io/arenafighterzx
>source
anon, ALL RPG maker games are "open source" as long as you are capable of making sense of each individual developer's brand of spaghetti. Even then, because of the way 2k/3 high-end eventing works, you might not be able to apply much of the stuff you learn directly to your own project; so much of it is designed precisely to each dev's needs and isn't copy/paste-friendly.
Since there are no "rules," no established conventions, and no stackexchange for people using 2k/3, you're pretty much on your own.
I just bought both 2003 and VX ACE when they were on sale a while ago. I haven't messed with them yet because I'm busy doing other things (school mostly) but how easy is it to learn both engines?
And in case you can't find some of the games with those English names
1: ピンボライアン
2: 公道アレックス
3: https://tokyohuskarl.itch.io/dis-legacy
6: もしもスマブラだったら
the other ones should be easy enough to find with a google search. I tried posting links to all of the games here, but Ganker thinks I was spamming and I can't tell which link is making it think that, so it can't be helped.
And in case you can't find some of the games with those English names
1: ピンボライアン
2: 公道アレックス
3: https://tokyohuskarl.itch.io/dis-legacy
6: もしもスマブラだったら
the other ones should be easy enough to find with a google search. I tried posting links to all of the games here, but Ganker thinks I was spamming and I can't tell which link is making it think that, so it can't be helped.
Thank you so much, just copied these to my notepad list. I was mainly interested in Pinboraian. I have so many games to play......
If Godot were in competent hands they would use this opportunity to grab a big chunk of the indie market. Instead, they'll happily continue in their bizarre delusion that it's just one more revision before big AAA projects start using their janky open source engine.
I mean. UE5 is so much better than any other engine. Whats the point of using even an engine when UE5 is so far ahead? i dont get it. Even if your engine is specialized in doing one thing im not sure if its worth the cost.
>What's the point of using another engine when you could use UE5? >because UE5 is not good for everything >well just don't make those things then
sasuga. anon was a retard all along.
Filesize. (on mobile you ideally don't want anything bigger than like 5mb + at worst a smaller download when you first start it)
Mobile performance.
Documentation.
Those are it mostly. Most people aren't even aware that you can do proper pixel perfect 2D in Unreal. (but it's not exactly painless see: https://github.com/Nauja/ue4-pixelperfect2d-sample)
UE 5 is 50 gigs and requires at least RTX 2080 SUPER and 64gb RAM to run the editor comfortably. Most indies are in the 1650-2060/5600-6600 zone. Which means they will move to Godot.
>Godot
AHAHAHA. Despite its massive amount of fucks up, Unity is still far surperior than Godot.
Have you seen Godot's physics engine?! It's just the tip of the iceberg. The devs are also anti AI while Unity is actually pro progress.
>anti AI
BASED >physics engine
true, softbody simulation, particle emitter, hair system and DOTs are miles ahead of what godot has (it has nothing tbh, just very basic and resource-heavy softbody sim). Still, I bet small indies and 1-men projects will switch, because you never know how Unity will fuck you up in the future.
So much better that it even requires you to have a RTX 3000+ with already enabled upscale just to do exactly the same thing, other engines can do with 110 of the processing power, lol
>Unity Personal and Unity Plus: The Unity Runtime Fee will apply to games made with Unity Personal and Unity Plus that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime installs.
Wow, so it's fucking nothing and OP was a sensationalising dishonest piece of shit like always? Yawn.
Yeah, this shit won't affect 90% of indie devs. And for the ones it does affect, the cost is basically nothing.
If you're selling your game for $20, you've probably made several million by the time this kicks in.
Unity killed any incentive to hand out review keys, join any bundle program, put a game on early access (as those are heavily re-installed over and over as people check out new updates), make a game without continued monetization, or just offer any long term support. Every re-install from a customer who only paid for the game once is costs a dev money.
Its for unique installs only, stop falling for the meme.
This is from their FAQ. There's nothing about unique installs there. Besides, how would Unity track an install being unique? IP address? Database of all made Unity games and who purchased them?
So, Unity "simply" builds a database of every Unity game ever made, and the mac addresses that have installed them? And every Unity game will ping that database each time the game is installed? Or does the game ping the database each time it is launched, to counter those sneaky scoundrels who install an Unity game offline?
2 weeks ago
Anonymous
Are you retarded?
Do you know even what MAC address is and what it is used for?
2 weeks ago
Anonymous
no
2 weeks ago
Anonymous
>Do you know even what MAC address is and what it is used for?
mister, >>>Ganker is over there, you're on Ganker.
That's a trivial problem to solve. Upon first launch, the unity's engine generates a GUID, stores it on the device and send it to the Unity's servers. Subsequent launches will just send the GUID. The problem is that this can be spoofed, and even without taking bad faith users into consideration, devs have to paid for users that have multiple devices/share their games through systems like Steam family share.
2 weeks ago
Anonymous
Smart answer. But Unity's solution is a "trust us, bro" proprietary data model. Meaning they can write whatever number they want on the invoice.
I know a lot of people would do this kind of things to gacha games like Genshit just to spite the company
They would probably write a script to do it for them too
Unity killed any incentive to hand out review keys, join any bundle program, put a game on early access (as those are heavily re-installed over and over as people check out new updates), make a game without continued monetization, or just offer any long term support. Every re-install from a customer who only paid for the game once is costs a dev money.
>literally just started on my game in a serious manner in Unity >after creating small test builds and doing demos with Unity, Unreal, GameMaker, and Godot for the past year to decide which engine was the best match
I literally just finished my first game in Unity yesterday. Been working on it for a year and it was a passion thing. Then I woke up to see this shit lmao. I don't know if I even want to release it anymore if they're going through with this
>true 3D engine >based on cryengine >uses chad C++ instead of Microshart's C# >option for Lua or BP-style visual scripting >Completely free and open source (Apache2.0/MIT)
Take the O3DE pill
Why is Apache so based? I've been using OpenOffice since it was released. I'm a programmer by trade but for business applications, not game dev. I may try this. Thank you, anon
The engine is like 2 years old, so it's not quite mature enough to have the catalog of slop you see from Unity or Unreal.
If you're feeling adventurous and determined, maybe you can make the first?
it's a rebranded lumberyard after its failure, from my short experience with lumberyard the ui was hell to navigate, took years to build/open a project and it crashed every hour
the only thing of value in it is the cryengine 3 renderer and I'm sure lots of small/medium sized studios will have fun with it but not the whole engine
The real move is to sell your IP right before release and have Unity try to sue your shell company situated in the Cayman Islands
They can DMCA your game but with +99% of game sales being made in the first month you already got your money and Unity is left chasing ghosts
Fuck off, try that disingenuous bullshit on clueless normalfags as they'd be the only ones to fall for it, but good luck trying to teach them what foss even is or why it matters just so you can try and shill against it.
Who cares if it's legal? At best they will give them a few million dollar fine that will be covered from the new cash inflow from the fees and they will still have fat millions left.
What the fuck counts as an "install"? Can you actually just uninstall and install a game over and over to make a game dev spend money? Surely they mean purchase, right?
This is from their FAQ. There's nothing about unique installs there. Besides, how would Unity track an install being unique? IP address? Database of all made Unity games and who purchased them?
I'm not sure whether it means just the first install on that device, or every one after that.
Godot will unironically become the Blender of indie game devs. It'll take some time to be up to snuff, but when it does, it'll be the go-to for everybody.
why is this an argument? Are modern "devs" are so incredibly lazy that they need an engine+game completely spoonfed to them? ffs most gamedevs used to create their own engines
>ffs most gamedevs used to create their own engines
Every fucking respectable dev will tell you that making your own engine is not worth it. Its expensive, its very time consuming, and its gonna take a while to get the engine in a stable condition to start with the real project. Also, if you're are making a simple 2d platformer adventure, why in the fuck would you spend 2 years of your life programming an engine when other, already stablished engine can do the trick just fine?
>minecraft >terraria >stardew valley
Three of the biggest indie games of the last decade made by 1 person each and all with custom engines from the ground up. And no XNA is not an engine, it's a light framework that provides some convenience libraries for doing a few common things.
All those examples are hilariously flawed though. Even to this day, Terraria suffers from sever limitations to things like creature AI because of its trash engine.
> How does unity even keep track of installations?
The Unity IDE compiles a runtime tracker that embeds itself into your install.bat. Whenever an End-User executes your instalation packagage, "your" game "calls home and now you owe Unity $0.20 or whatever.
They actually used a modified fork of Godot engine just as a graphical backend. The game itself is still running on Hedgehog engine. So yeah, just regular Sonic Team incompetence from what I understand.
Damn, I'm not keen on Godot either because I'm pretty sure Ariel Linietsky and Ariel Manzur have gnomish heritage, if their surnames are to be believed.
It looks very stately and professional (as in, it's for people who actually need to release things to eat) but I can't even get the unpacker to run on Windows.
I can run the editor in Linux but not even menus work consistently.
I think I'll just work in Godot for now, at least it actually functions.
Anon, games already take forever nowadays to fully release. That's why engines were released to the public to begin with, to minimize the time spent. Every game dev making their own engine does nothing but add on extra time and money that they're already spending.
Gamedev.tv has decent courses and they are often on humblebundle for dirt cheap They are also for free on online-courses(.)club. Unreal Sensei on youtube can give you basics for everything, for shaders Ben Cloward and tharlevfx on youtube, for vfx the best one in my opinion is Vince Petrelli on udemy, but there are also decent pajeets for free on youtube, CGHow and UnrealCG.
Gamedev.tv has decent courses and they are often on humblebundle for dirt cheap They are also for free on online-courses(.)club. Unreal Sensei on youtube can give you basics for everything, for shaders Ben Cloward and tharlevfx on youtube, for vfx the best one in my opinion is Vince Petrelli on udemy, but there are also decent pajeets for free on youtube, CGHow and UnrealCG.
Make sure your specs meet recommended system requirements for UE5. Otherwise, good luck with 40 minute long shader compilation and 90'C temp in editor.
I'm going to use gamemaker studio to make my 3D game.
I will make my own dev tools and extensions for any of it's shortcomings because it's still faster than building my own engine from scratch.
I'm so glad I stuck to it instead of using scummy "live subscription services" like game maker studio 2 or Unity.
I understand so much more about 3D rendering now.
Writing a usable game engine takes at least a year. There's more to it than just the renderer. If you have unique needs, you'll achieve them faster by just forking Godot.
if you already know how to program and how to look around github for open source examples, it's not that hard. you do need linear algebra and 3d math skills, but most ppl will learn along the way anyways
honestly if ppl HAD to make their own engines, things wouldn't be that different. Developers making games worth playing are all capable of making their own engines that fit the requirements for their games.
2D engines are easy to make. Basic 3D engines and indie friendly styles (cel shading, basic 3d, etc) are not super hard. AAA graphics are hard, but many AAA teams already make their own engines.
"IVP was initially licensed for an estimated $50,000-$60,000 per title. The licensing cost for third-party Source games formerly was $25,000 per title, and only applies to commercial games and/or mods[confirm].
As of 2021, the licensing cost for use with Valve engines has been waived in an agreement between Valve and Microsoft (the parent company of Havok). The license is now free."
which is for Source 2, not Source 1, if you'd bothered to read
2 weeks ago
Anonymous
>just use source 1 until the end of time bro
Kek, absolute retard. By the way, though they aren't even licensing Source 2 right now, they've gone on record that they WILL take money from commercial projects made in it. Keep trying though gay
2 weeks ago
Anonymous
>oh no a company takes money from commercial projects using their product! this has never happened before!
cool story, sorry you can’t afford to pay your dues when you use other people’s work
2 weeks ago
Anonymous
>source engine is free! >uh actually the latest version isn't >UM WELL AKSHULLY IT DOESNT EVEN MATTER IF IT COSTS MONEY I MEAN WHAT ARE YOU POOR HOW DARE YOU REFUSE TO PAY FOR A GAME ENGINE WHEN ACTUALLY FREE ONES DO EXIST REE
Kek, have a nice day
2 weeks ago
Anonymous
let me explain this simply for you:
source 1, which is what the post was about: free
source 2, which you brought up when your $50,000 point was refuted: not available and will not be free
anyway livestream me killing myself at twitch.tv/ninja
2 weeks ago
Anonymous
Again, >just use source 1 forever bro
Do you not have the least bit of foresight?
2 weeks ago
Anonymous
nobody is saying use it forever? obviously the idea is to move to source 2 once it’s available, cost or not
2 weeks ago
Anonymous
>just move to the paid engine bro >when the point of using source was supposed to be that it was also free like Godot
You're not too bright are you
2 weeks ago
Anonymous
i cannot express how much you’re missing the reality that when you actually move to big boy projects, you typically have to pay to use things
2 weeks ago
Anonymous
>moving the goalpost to compare shitdot to source1
See
uh yeah anyway
2 weeks ago
Anonymous
>moving the goalpost to compare shitdot to source1
>sorry you got filtered by hammer, bro
moron, enjoying hammer is the same as enjoying cock and ball torture, i mean the thing even has a hammer as a icon ffs.
2 weeks ago
Anonymous
who’s to say i don’t like cock and ball torture, cousin
>3d games on godot
Yes. You might want to check https://github.com/RPicster/godot4-demo-desert-light. It's a good engine for 3d indi and AA games. I might think of 2 reasons why it's still not popular:
1. Unity exists and has a lot more tutorials, assets in store and good documentation.
2. Godot's documentation is probably non-existent since the release of 4.0
They never bothered to make a proper documentation or update old articles. Some time ago I tried to make a sea shader following their tutorial and nothing worked. I checked the docs and half of the shit was deprecated in 4.0.
It'd be ancient and outdated and they wouldn't want to maintain it as just another thing they'd have to keep track of. Valve pushed for linux so they wouldn't get fucked by being tied down to windows. Even if unity is going full retard there's still alternative engines.
On top of the install fee they may or may not roll back, they are removing the Plus subscription in favor of the more expensive Pro one, and there will be an always-online functionality. No matter what, Unity is done.
>they are removing the Plus subscription in favor of the more expensive Pro one
Free and Plus are identical now, aside from the splash screen (not a big deal). >there will be an always-online functionality
Industry standard. Don't you have an Internet connection?
Godot would be great, honestly, if it used something like Python or C++ or even Lua by default instead of trying to support their own custom GDScript language, which isn't useful outside of Godot.
You can actually use C++ by calling it from GDNative (limited to the scripting API but hot-reloaded) or through modules (have to recompile the engine each module change).
Honestly probably a potentially better option than faffing about with C#.
The only part of the scripting language that worries me is a) their memory management potentially being shit (which can be solved through C++ if necessary), b) not sure if their optional type system is any good and c) I fucking hate whitespace being part of the lang, fuck python for popularizing this.
as long as it provides low level control and the performance is good, language itself is just surface level it's something for larping non-coders to worry about
Godot bros, we fucking won. Time and time again, they told us we would never finish our game. They called us chuds. They defended their shitty bloatware engine like their lives depended on it. And in the end, we fucking won. Watching the ship go down, after all this time, it feels fucking fantastic.
>If you want to make money, make a game you're actually passionate about
Genuinely why would you suggest that if most of Ganker is just going to proudly pirate it anyway?
Ganker isn't exclusively comprised of priates.
there are /agdg/ games that have made it big enough for them to be financially comfortable. as long as the game isn't super hyper autismo niche you'll still find an audience outside of Ganker too, people outside of this place play more games than Ganker does.
But I want to make money and there’s a big hole in the market
I am passionate about the topic too, I just also believe there’s huge monetary potential. Even with small monetization.
Ganker isn't exclusively comprised of priates.
there are /agdg/ games that have made it big enough for them to be financially comfortable. as long as the game isn't super hyper autismo niche you'll still find an audience outside of Ganker too, people outside of this place play more games than Ganker does.
The most sane anon in here. I too hope for this kind of genuine endeavor. It reminds of when people from forums and here actually did take the time to care for things they are passionate about and shared with others. Whether it be from artwork, mods, of vidya, it shows this level of kindness that's hard to find from saturated markets.
>Ganker talks about game engines or languages >never explains why they're bad in detail.
Why is Ganker like this? Give an actual example of why is bad. Like for example, I've heard Java is bad for games solely because somehow, Notch's engine for minecraft uses one core of the processor and it has something to do with Java and not just his incompetence.
unity is a shitshow of a single update breaking entire development cycles, forcing devs to NOT update, constant engine bloat with features literally nobody asked for and don't even work even if you use them, and then this shit
unreal has about the same problem with features but at least doesn't snap in half every 2 weeks, instead it's good for realizhm FPS games and that's it, trying to wrangle into anything else takes monumental amounts of effort even for competent studios
godot is objectively fine, but suffers from "this is how code do, figure the rest out yourself" documentation and a community that gives zero shits, a single retard with a patreon is carrying the entire godot gamedev community, randos with less than 100 subscribers have to come up with tutorials for core features, this isn't even a joke
RPG maker has the unreal problem that it works for turn based JRPGS and nothing fucking else, thankfully the engines are old enough that there's people making plugins for every genre and even 3D support, but good luck actually using them because making plugins play nice with each other is like trying to make a bunch of rabid dogs not kill each other, you need to be a japanese or russian autist to make anything work on it
>anon makes game in godot >its a basic shit vampire survivors clone with next to zero coding on par with helloworld.exe >anon makes game in some esoteric language nobody has ever heard of >it has wild coding and does crazy shit that shouldn't be possible
Hmm
makes you think
Anon, many VN variants are possible in RPG Maker. You just have to shut up and try instead of wishing for something that does x y and z and spinning your wheels all day.
Clickteam Fusion is the preferred engine among developers of taste and talent
If this can be coded in a spreadsheet language than what's your excuse?
>RPGMaker 2003 was the first one to introduce scripting, correct?
Nope. That was XP. Newer makers may have scripting, but the default editors lost lots of features that MUST be invoked with script calls. Lots of people will never know about the extremely important >indirect variable reference/pointers
because that hasn't been built into the Variable Ops commands of any maker since 2k3.
explained, RPGmaker 2003 doesnt use scripting like the later versions. apparently all the examples in this thread (including the 3d ones), were made with no scripting whatsoever.
what's wrong? Unreal's too hard for you? Are you too much of a goo goo gaa gaa manbaby to write in C++? You know that unreal's open source too and you can compile it and use it without an epic games account.
this
>You know that unreal's open source too
I'm still honestly surprised it is. It's a good thing but you'd think such an industry behemoth that's used by all sorts of scummy corps, including Epic themselves, would want it closed-source but nope, afaik Unreal 5 is still open source as well.
There's no downside for Epic. You're still subject to their license, all it lets you do is add features and fix bugs for free.
There's a massive difference for the devs tho. For starting, they can't implement restrictions such as the unity logo at a fundamental level, simply because such restriction would be trivial to remove in an engine which source is open.
Well yeah but Epic isn't losing anything from that either. The Unity splash screen is usually considered as a mark of shame because the only reason to have it is that the dev couldn't afford to remove it.
that's not open source then
There are a fuckton of interpretations of what open source really means. That's why free software autists hate the term.
it's not FOSS, it just means improvements another party makes can get backported to them
Anon, anything is open source these days, with the right credentials, even Windows is open source for students.
unreal engine games all look the same
and run like shit, and have stuttering, and less innovation
It's not the fault of the engine that devs do jack shit with the lighting
Guilty Gear looks nothing like Callisto Protocol
This, I don't know what it is but it's so easy to tell. Weird material surfaces, pop in and out of place fog
Yeah that ue4/ue5 look is pretty much the flouride stare of shaders, if I see a game like that I know it can safely be ignored
my brother in christ YOU'RE supplying the libraries
>In 360 and PS3 era it did
they still look the same. You can tell an unreal game by how they render 3d models, doesn't matter what shaders you use
Are you trying to convince me that games like Tekken 7 and Kingdom Hearts 3 looks the same?
Nah, it's just devs being lazy
this just looks like the fortnite cel-shaded costume preset
literal skill issue, what do you expect when you outsorce to india?
I can tell the same with unity. Lmao just Devs being lazy and using standard lib.
Besides being hard to program for Unreal is also a resource hog that you need to make a chunky 3D game in order to justify using it. Everyone will call you a retard for trying to make some kind of 2D side scroller or pixel RPG in Unreal that takes up half their PC's resources.
Ok, this is a good time to ask, because I saw Mongol Unreal and it was a 600MB game with what looked like a simple walking simulator with minimal assets:
Can you really not reduce the filesize in any way? Don't they have ANYTHING in the docs that talks about removing unnecessary shit if your game doesn't require it?
You can by removing unnecessary plugins but good luck navigating the docs for useful information, they aren't great and complete hit or miss on quality.
you can reduce it by setting compression level to maximum, removing unused shader permutations (ex. mobile game? don't ship with desktop quality shaders) and plugins
the absolute minimum is around 140MB. It's pretty easy to do, but not well documented
>C++
it's not true C++, i once tried to use unreal only to find a deviation from proper naming conventions, with unreal adding random characters at the beginning of my class names
this made me realize that i was not coding in c++ but in unreal++, unreal's custom language that pretends to be c++ but is not
you're an idiot
The amount of garbage i read here is something else.
Everything you said is wrong. Unreal is arguably the easiest engine to use depending on the project since a ton of stuff is already there for you out of the box. Hardly anyone is writing their games in bastardized Unreal C++ anymore, it's all blueprints. Source available is not open source. You also need a github account tied to your Unreal account to be able to access the source repository.
>just use other peoples engines and other peoples visual coding and other peoples code
fucking gross dude
that's what AAA devs do
and they have thousands of people working on their projects
Is that why they run like shit?
>You know that unreal's open source too
Not exactly. "Source available" is different from open source, Unreal Engine is still bound by a proprietary EULA license and you're restricted to how you can use that source code.
There is criteria to be met before your software license actually meet the open source definition.
https://opensource.org/osd/
That "definition" is wrong. Open source means that it's available and free so that anyone can use it etc. It has nothing to do with technology neutrality or lack of discrimination.
>Open source means that it's available
yes
>and free so that anyone can use it
no
Free as in freedom. This is why open source sucks as a concept. It muddies the water between freedom to use the code and the code’s availability. It needs to be both accessible and available: free software
Is not even real C++ but more of a baby managed version of it with extra macros, as easy as C#
>Are you too much of a goo goo gaa gaa manbaby to write in C++?
Godot has c++ bindings and very easy to integrate.
>You know that unreal's open source too and you can compile it and use it without an epic games account.
Same with godot
Sure, unreal is much more advanced, but were talking about indie games here
Your skin is brown
Why the hell I am going to use unreal just to make some 2d pixel game?
How retarded would one have to be to trust timmy of all people after unity pulled this bullshit? Godot getting a surge of support benefits absolutely everyone except those assholes. If it can become like the blender of game engines, we are fucking set.
timmy has literally done nothing wrong besides not banning AIslop on artstation and keeping that one dude who kept designing fortnite skins with giant fucking feet on payroll too long
>GAME DEVELOPMENT SHOULD BE HARD JUST BECAUSE
>NO I DON'T CARE IF UNITY MADE IT EASY IT'S NOT ABOUT THE GAMEPLAY OR FUN IT'S ABOUT HOW HARD IT IS TO MAKE
I wish some gay would make a good engine for Python already.
I don't want to learn gay languages like C# or C++.
>can't even be bothered to learn C#
NGMI
It's just slightly modified Jeetscript
I'm not interested
You'll use Renpy exclusively and you WILL like it
>interpreter 3d engine
You could try PyGame (which sucks) or just actually learn C++...
>Python, a high level GENERAL language known for it's readable code
>Expects a good engine
Anon...
C# is a high level general language, tho'.
python do things on the go, C# doesn't.
if you fuck up in python it won't tell you outright, if you fuck up in C# the compiler will bitch at you to fix your shit, C++ is superior though.
just learn gdscript its the same thing
>I wish some gay would make a good engine for Python already.
Bro? Your Godot engine? If you Python, then you'll know GDScript. The syntax is pretty much identical.
Godot's GDscript is basically a python imitation
>imitation
it's python almost 1:1 with the exception of engine specific stuff
>it's python almost 1:1 with the exception of engine specific stuff
didn't cryengine do some shit like that on cry3 with their whole cryscript shit?
they tried to "optimize" and "simplify" the language, in other words they made it shit
so yes but no
Unreal is a waste of resource for making a 2D games honestly
>Are you too much of a goo goo gaa gaa manbaby to write in C++
Are you too much of a goo goo gaa gaa manbaby to write in Assembly?
You can literally use google if you come across with any issues with Unreal, is that easy
In 360 and PS3 era it did
Octopath and Live A Live runs in Unreal
Maybe he doesn't want to make some generic FPS slop where all the models look like they're greased for turkish oil wrestling?
Unreal is for 3d, Godot is for 2d and low poly 3d.
It's "open source" so they can take your contribution, add to their engine, and charge for it.
It's source-available not open source. You can't even access it without registering for their GitHub group (which caused a legendary email spam issue). Godot is free and open source, you don't need to pay any licensing whatsoever.
It's also tiny in comparison to Unreal which like most proprietary software is bloated and although it doesn't straight up force you to include spyware in your game EOS definitely is spyware.
It's open source in a sense, but not FOSS. This debacle opened my eyes to the fact that these engine companies can do stuff like this whenever they want, so trusting any proprietary engine again is out of the question. I'm almost 2 years into a Unity game, but it took two hours to decide to migrate to Godot; I have to first learn it though. It's gonna take me like 5 months tops, but I guess that's the price of freedom, so I'm cool with it. I make all my assets from scratch and even my own music and voice acting, so I ain't even mad about losing access to the Asset Store.
you don't even need to write any code in UE, it's literally the easiest. the reason some devs dont like it is because the insane performance and space overhead is only worth it if you're a graphicsfag.
im not interested in having simple looking indie games run and install like AAA titles just because the engine isn't optimized. indie games should be small and run on potatoes
IGNORE C POSTERS.
BEHEAD C POSTERS.
ROUNDHOUSE-KICK C POSTERS.
KILL C POSTERS.
RAPE C POSTERS.
CANNIBALIZE C POSTERS.
TORTURE C POSTERS.
ANNIHILATE C POSTERS.
TOTAL.
C.
DEATH.
PYTHON IS LOVE. PYTHON IS LIFE.
Have fun with ren'py
also godot
>Unreal's too hard for you?
Unreal is nearly as gnomish as unity and I won't use it just to spite timmy tencent. Godot is free (in both meanings).
How is it as gnomish? It has a 5% fee only once you go over 1 million $ revenue.
It's owned by a private greedy company and the ccp
Every company is fucking greedy. Your moralgayry doesn't make a difference at all.
Didn't unreal require a license to sell games made with it or something? I recall a shitstorm made here because of that.
It does not, it requires a licence to use their logo in your product. Meanwhile unity wants you to pay them to be able to remove their logo.
hearty kek at all the freetards going UH NOT THE RIGHT KIND OF OPEN SOURCE
they just want to steal others' work. GPL is communism
>hearty kek at all the freetards going UH NOT THE RIGHT KIND OF OPEN SOURCE
>they just want to steal others' work. GPL is communism
The notion of "intellectual property" is fundamentally flawed and harmful to human progress. Treating ideas, information, and culture as ownable property may benefit individual interests, but ultimately stifles innovation and shared knowledge.
Knowledge itself is non-rivalrous - one person using an idea does not deprive others of benefitting from or modifying that idea. Yet intellectual property laws create artificial scarcity, restricting usage and distribution of information that could be freely shared. This impedes the cumulative innovation that comes from building on existing ideas.
The increasing expansion of intellectual property protections also threatens the public domain. Things like folk tales, recipes, or yoga poses become "owned" despite being part of shared human culture for ages. Corporations can then restrict or charge for cultural elements that ought to belong to all.
Intellectual property law also fails to properly credit all contributions to ideas and innovation. Advancements build on centuries of shared knowledge, yet single individuals or companies are granted monopolies, as if breakthroughs emerge from a vacuum. No creation springs wholly formed from one person's mind.
There are better systems than intellectual property for supporting creators, like patronage, prizes, or basic income programs. Ideas flourish when freely shared, not locked down for profit. Focus should be on what benefits humanity most, not protecting private corporate interests. True innovation comes from the open exchange and modification of ideas for the common good.
tl;dr fuck you and fuck your profiteering for holding back the progress of mankind at large.
>they just want to steal others' work. GPL is communism
Meds.
He's the one who said it was open source to begin with retard, which it isn't.
Which one is better and easier for turn based rpg/visual novel? I can draw, but I can't code.
Rpg maker.
I don't want top down rpg maker game, what I want is something like Love Esquire, scenes, cutscenes, map and turn based fights.
Anon, many VN variants are possible in RPG Maker. You just have to shut up and try instead of wishing for something that does x y and z and spinning your wheels all day.
what's that
All rpg maker games I've seen looks awful.
very doable with show picture events
rpg maker is *the* perfect engine for your use case. Don't worry about your game being pretty before you know it's fun to play
I never want to hear anyone bag on RPG Maker not being capable of what they want until they've actually done something to a high level with it. The Japs run circles around western copers in spite of 2k/3/etc's limitations.
>The Japs run circles around western copers in spite of 2k/3/etc's limitations
That's because all they ever use is rpgmaker for nearly everything due to it being made in japan despite the engine being a piece of shit and extremely narrow in scope. It's one of the biggest reasons why the indie scene blows ass over there.
>*deranged envious westoid noises*
Anon, a lot of JP devs just make plugins for RPG Maker for fun.
The actual indie scene there is still very old-school and outright write up their own engines from scratch instead of using any game engine set for use.
Even a retard newfag in the JP indie scene is already a better programmer than half of the westoid AAA industry.
I can guarantee you that the people that make all these crazy rpg maker games also have real jobs in which they use professional tools
they do it as a hobby and use rm2k out of nostalgia since it's probably the software that introduced them to gamedev when they were young, and it's fun to try and twist a very old and limited engine into doing something it's not supposed to
These are tech demos
>a fuckhuge amount of cinematics using the same copy-pasted backgrounds and terrains
>using gif for some portraits
>zero gameplay
you have to be kidding.
They (VIPPERs) call them "見るゲー" for a reason - there is an entire category of games that you're just meant to watch/read rather than play, some of which are remarkably well-made.
>there is an entire category of games that you're just meant to watch/read rather than play, some of which are remarkably well-made.
unsurprising considering sony came from that country, also they don't do anything new with GM, if anything abusing the animation system is far better than having to deal with the rest of shit that is GM.
the isometric 3D shit is fairly recent though, took them 27 fucking years to do what ragnarok did eons ago without setting the engine on fire.
>the isometric 3D shit is fairly recent though
it's not anon, it's been a thing for ages
>it's not anon, it's been a thing for ages
3DMV is from 2019, on a 30yo engine...
We're not talking about MV here.
2k3 only recently got a reasonable way to do pseudo raycasting with the recently released Maniacs Patch, which greatly reduced the difficulty of performing the necessary math quickly enough to make something that's actually playable.
The Doom Clone way up above is written in 2500 or so lines of RPG Maker's own Events and nothing more because devs don't have to wrestle nearly as hard with the assembly-like event "code" nowadays.
speaking of the doom clone:
https://w.atwiki.jp/vip_rpg/pages/855.html
you can dl it here, and also has:
-a pinball game (which supposedly is the main attraction.
-a pacman clone
-a kungfu/kungfu master/spartan X clone
-an Afterburner clone
-a virtual pet
if i remember my history lessons correctly, RPGMaker 2003 was the first one to introduce scripting, correct? theres no way all of that was made using events.
>RPGMaker 2003 was the first one to introduce scripting, correct?
Nope. That was XP. Newer makers may have scripting, but the default editors lost lots of features that MUST be invoked with script calls. Lots of people will never know about the extremely important
>indirect variable reference/pointers
because that hasn't been built into the Variable Ops commands of any maker since 2k3.
>*even more deranged and envious westoid noises*
bro if you want to bait just say stupid shit.
Movie games in japan:
>The pinnacle of gaming with the PS1, with the crown garden gnomeel being golden era squeenix's trinity of Final Fantasy Tactics, Final Fantasy 7 and Vagrant Story, all extremely innovative games that pushed the hardware to it's absolute limits and proved that gaming can not only be on par with cinema, but surpass it through it's interactivity. Taking full advantage of not only the knowledge from cinematography itself but also giving players massive amounts of depth to sink their teeth into, all while being intuitive for the average normalfag at the time, with most games letting you skip cutscenes if you only care about the gameplay.
Movie games from the westoids:
>A bunch of soijack slop written by hollywood rejects when hollywood itself is already bottom of the barrel shit, with the gameplay being 90% unskippable cutscenes and the other 10% being the exact same copypasted souls+asscreed hack and slash or the exact same copypasted over the shoulder first person shooter. You also have to babysit a brat while non-stop marvel quipper dialogue plays for the entire runtime.
>ignoring the fact that moviegames are shit no matter where they are from
you can fuck off now.
hmmm.... are you sure this is the best you can show to prove your point?
dont get me wrong: i agree with you, but maybe you will need something like this:
https://twitter.com/vipRGnantoka/status/1504417513928417283
RPGmaker is the shittiest and crappiest """engine""" in existance, gay.
Let's see your games, anon. Show us what a "real" engine can do.
I gave up on RPG Maker because it's too much work to edit things in its UI, now I work with scripts and it's so much more practical...
However, I'm of the opinion that if you can't entertain someone with RPG Maker, then you probably can't with any other engine.
RenPy
RenPy can barely do point-and-click. If your game has gameplay, RPGmaker is better.
RPG maker is only good if you want to exactly recreate the game mechanics of final fantasy/dragon quest
Anon:
Bullshit.
Someone post that one Touhou fangame
Renpy is by far and away the easiest way to make a vn, point and click or otherwise. Blows my mind when anyone makes a straightforward vn with anything else, a total waste of effort.
I've seen so many make a VN on Unity (until now) and not once did they ever do anything that wasn't simply done on Ren'py. I think they bought into the "you can't have decent animation in ren'py" meme.
> Are you too much of a goo goo gaa gaa manbaby to write in C++?
Yes. I just want to make a game so it has to be as simple as possible. Programmers don't design great games anyway.
Because I don't need the bloat, if I wanted to be a tryhard gay you wish you were I would make my own engine in C++. I don't need an empty deployable being 100mb
Unreal is not open source.
It's source available
>anon Olympically ignores that Unreal has a visual script option that is 100% functional
>visual scripting
at that point just pay someone else to code shit for you
the point of visual script is to make 3dfags to not bother with programming, making them churn out the game faster.
you don't have to with Unreal's NATIVE visual scripting.
Several known coding devs and asset flippers use it on that God forsaken engine.
Tbh if you are doing a solo project, doing it on Unreal isn't gonna make it better, start doing Unreal once you start a AA or even A project with a team backing you up.
>gogo dot
what happened this time?
Unity is charging devs $0.20 per INSTALL.
So literally pirate a game and install/remove infinite times to drain a company's bank account.
>go offline
>install game
>money stolen
Nothing personnel Unity
>go offline
>install game
That's not how that works
So they really fucked over Daggerfall Unity and even more they got a full fledged lawsuit against microsoft in less than a day.
Does DFU make money?
A game has to sell over a certain amount (200k) and see a certain number of installs (100k) before it starts to cost the developer money. So free games are safe, for now
About that...
>daggerfall unity is dead
I fucking hate it so much
there is no way they're not reverting this change
either that or it's an intentional plan to nuke the company (for what purpose remains a mystery)
>(for what purpose remains a mystery)
when youre a suit you actually make money if your company fails
This. Self sabotage can be more profitable in the short term. Just short your own stocks then crash it into the dirt. It's not insider trading if you can claim that your strategy just didn't succeed. Ideally you blame some junior VP or something and fire him.
Repeat every quarter until either you're a billionaire or your company is bankrupt. Then get hired someplace else and repeat.
They don't care about indies anon, they want the big fish money
Big fish doesn't want their shit because this retarded plan is also anti profit.
Yeah what are they gonna do? Migrate to another engine? lol
unironically, yes...
they'll just delist their older titles and move on
Yeah I'm sure mihoyo is gonna migrate all its gachas to UE5...
lol no, I doubt it'll ever make any profit after being in dev hell for so long
We'll see, anon
this is china we're talking about...
it worked for system shock remake
this wouldn't even affect (most) indies
the big fish are the ones who are going to hate this the most
They're asking less money from big fishes.
Big fish will just jump ship.
They might want Mihoyo money, Genshin and Honkai are both unity, right?
And what if you want to make free games for fun and one becomes popular?
You need to make 200k in revenue so free games don't apply.
what makes you think unity gives a shit about that? they see you made something popular using their engine, pay up like a good goy.
I understand, but that's just how it's written in the new guidelines. They could change it later I suppose.
They'll probably force you to go through an audit. If they think you're making more money than you claim, they'll force you to pay the royalty unless you take them to court. Companies like Autodesk do similar things all the time.
>audits for thee but not for me
the install count is a load of shit, and they refuse to let anyone know how the black box functions.
it's going to just get abused by petty autists that want to see a dev burn and unity employees who want to pump numbers because they're a bunch of nickle-grasping twats and you're not allowed to prove or disprove that they're not extorting you because the entire process is a 1-way case of DUDE TRUST ME
crab game had an item shop and also allowed you to sell items on the Steam marketplace, wouldn't surprise me if he earned more than 200k from that.
>Unity is charging devs $0.20 per INSTALL after 200k installs total*
Which will never happen for 99.9% of Unity
anon, a single autistic pirate can write a script to make that many installs in a day
>Request solddownloaded copies from a platform
>Copies didn't match the installs x10s
It's retardedly easy to detect
>Unity: Um sorry but our botnet says your game was downloaded a bazillion times so you now owe us millions.
>Dev requests solddownloaded copies from a platform
>Proves it's incorrect
Easy
that's not what it says on the print, if it's downloaded you have to pay up, tbh.
You have to be retarded to ignore common logic and possible loopholes.
milking devs for money is the intention anon, not a bug
DevUnity can easily detect it
you assume they give a shit about being fair when they are trying to push this in the first place
A dev who is asked for extra DEFENETLY will give a shit, how is this hard to understand?
you assume unity gives a shit about devs raising a fuss
Of course, they will because otherwise the court will take care of that, lol
you need to be 18+ to post here
?
What did you not understand?
The dev can easily prove in court if fraud is in place and deny any billing, it's obvious.
They will when nobody uses their shitty engine anymore.
what about game maker (Undertale, Hotline Miami, Pizza Tower, many others) and monogame (Stardew Valley, Celeste, Bastion, some others)?
Game maker is trash, don't use it. Still better than Unity.
Is game maker any good for card games?
Game maker doesn't do anything special thatd make it good or bad at card games. If youre having trouble its because you dont know what you're even doing.
this is just about every engines case and when some retard scandi says "BUT UH UNITY/GODOT/UNREAL DOESNT DO THAT RIGHT SO I HAD TO WORK AROUND IT" is a cope for their shit programming and mishmash of bad code with built in features.
You can make anything with anything. Gamemaker is trash because it's poorly built and thought out. You'll waste a lot of time getting around its bad functions. Optimization is meh, and support for porting is bad. Even the licensing is retarded.
gamemaker is fine if you're working on a 2d pixel game, anything else you're gimping yourself
If you want to go for game maker, don't even waste your time and go for godot insteas. Support is dogshit, engine updates break some games beyond repair. Also, community is slowly dying.
gamemaker isn't free or open source and is only good for 2d
monogame isn't even really an engine, just a basic framework
>devs entire focus is on 3D when like 80% of the engine's users are 2D-centered
>doesn't support pixel perfect cameras
>no Switch porting unless you want to pay like 3k+ for an external company to do it
>slow and not easy to fix in-engine
>wants you to use some piece of shit dynamically typed scripting language or fucking C# like Unity instead of giving proper engine support for C/C++
This. The fact that they for some reason want to even DELVE into 3d and make use of their retarded scripting language is beyond me. They really could've simply prioritized on 2D and kept making it better while using C# and optionally C/C++, now it's simply becoming bloated for nothing.
It's always the people in charge that are retarded
2d indie games aren't impressive anymore, we are in the ps1 era now. Sticking to 2d would have been a death sentence.
I've been hearing this since like 2016
he's only partially wrong, the next frontier is absolutely 3D.
if you make a 3D game you're instantly at a tier only 20% of the indies or even less are at.
less competition, perhaps the same potential userbase, or even more, because 3d is more accessible to modern audience than 2d.
3d has a higher chance for success as an indie dev.
I mean I can see why they want 3D since that's what a lot of Mobile shit wants.
But at the very fucking least throw us a bone on basic standards like pixel perfection and reasonable ways to write code in C++.
>bloated
It's like 50 MB gay.
You don't need your program's filesize to go past an arbitrary number to be bloated.
If they implement shit that's useless, then it's bloated, unconditionally regardless of filesize.
You're retarded. Unity and unreal take minutes to load a project, Godot takes seconds.
keep running your mouth, maybe at some point you'll "get the game"
>no argument
K
Godot now is the equivalent of Blender 2.79. It looks promising, but nowhere near ready for real production use.
>wants you to use some piece of shit dynamically typed scripting language or fucking C# like Unity instead of giving proper engine support for C/C++
It does have c++ support.
>no Switch porting unless you want to pay like 3k+ for an external company to do it
that's a pitiable amount if we're talking about a one-time fee
Pixel perfect camera and pixel snapping is supposedly getting fixed in 4.2 which is October Beta / November release.
Switch port, and porting in general, is being worked on through W4 Games and porting will apparently be subscription-based.
The only way for godot to become an alternative is for people to use it as a base and build a better engine with it.
The people in charge of Godot are idiots.
The reason they focus on 3D is, because 3D in godot is garbage.
They need good 3D to become a real alternative.
What's the issue with C# that C++ fixes? Please tell me your secrets.
Manual memory management.
It's how you don't get raped by performance issues.
As in C# requires manual memory management?
instead of 2 pluses there is just one hash
C++ allows you to manage memory yourself and use custom memory allocators (arenas, pools etc) and it has proper debuggers like remedybg that can actually tell you what is screwing up as you run it.
C# is garbage collected and doesn't allow you to manually allocate memory. It handles that for you.
More generally than the garbage collection/automatic memory management, C# (and everything on .NET) gives you a "runtime". This makes your life easier in terms of functionality in a lot of ways (e.g. a lot of game programming is just event loops, and the runtime means that you get async handling for "free"). Free is in quotes because the runtime has a cost in the sense that you're ultimately it's bitch and can't really stop it from doing things you don't want it to. This can include performance issues that will be visible to the end user. C++ doesn't have one so you can be a lot more particular about what happens. But it's more painful because you have to painstakingly do a bunch of things that the runtime would take care of. You can still design/program yourself into performance issues with C++ though
You can still program in a way that makes the garbage collector unnoticeable. If you don't generate trash there's no garbage to collect. In practice no one is programming for a game that C++ or C# can't do.
for me its WolfRPG
muh bro.
Too bad the newest non-jap version is in polish.
What are some good games actually made on godot.
The only one I can think of is
https://store.steampowered.com/app/846030/V_Rings_of_Saturn/
What this dude has been able to simulate on Godot is wild.
Halls of torment is good.
oh that's cool, I owned it since the winter sale but haven't gotten to it, lol.
I'm making a boss rush game in godot
https://zerochance.itch.io/arenafighterzx
You should be able to navigate the menu with the keyboard too.
yeah, thanks for trying it out
Cruelty squad. Haven’t played it so I’m not going to call it good
Apologize. Godot can't compare.
BASED
Incredible
RPG Maker Chads, I kneel...
>quit being a fag
What's the name of the third game?
meant to
https://tokyohuskarl.itch.io/dis-legacy
how i wish for the guy who made the smash clone to release the source...
http://viprg.g2.xrea.com/game_main.htm
http://viprg.g2.xrea.com/mosmbr.zip
aaaaand apparently i need to scratch that...
>source
anon, ALL RPG maker games are "open source" as long as you are capable of making sense of each individual developer's brand of spaghetti. Even then, because of the way 2k/3 high-end eventing works, you might not be able to apply much of the stuff you learn directly to your own project; so much of it is designed precisely to each dev's needs and isn't copy/paste-friendly.
Since there are no "rules," no established conventions, and no stackexchange for people using 2k/3, you're pretty much on your own.
You know what they say its not the engine its the developer.
that dungeon crawler looks fucking nice tbqh
I just bought both 2003 and VX ACE when they were on sale a while ago. I haven't messed with them yet because I'm busy doing other things (school mostly) but how easy is it to learn both engines?
why would you buy 2003/VX ACE when MV exists?
They were cheaper, simple as. I have a budget to keep track of.
bruh, MV is almost always on sale for only ~$10
anyone else getting connection timeouts on catbox?
lmao
how does that fucking smash game have more soul than any of the other clones
7 and 1 game name?
Please......someone.....provide a list of these games....I want to download them all to play on my switch....
1: Pinboraian (Japanese only)
2: Koudou Alex (Japanese only)
3: Dora Dora Island Saga Legacy (Japanese & MTL Engrish)
4: Thunder Draco (Japanese & English)
5: Tales of RTP (JAPANESE ONLY)
6: Moshimo SmashBros Dattara (JAPANESE ONLY)
7: Rothdam! (Japanese & English)
8: Mega Moshimo (Japanese & English)
And in case you can't find some of the games with those English names
1: ピンボライアン
2: 公道アレックス
3: https://tokyohuskarl.itch.io/dis-legacy
6: もしもスマブラだったら
the other ones should be easy enough to find with a google search. I tried posting links to all of the games here, but Ganker thinks I was spamming and I can't tell which link is making it think that, so it can't be helped.
Thank you so much, just copied these to my notepad list. I was mainly interested in Pinboraian. I have so many games to play......
When the FUCK is A Blurred Line gonna be finished
for me it's cryengine
If Godot were in competent hands they would use this opportunity to grab a big chunk of the indie market. Instead, they'll happily continue in their bizarre delusion that it's just one more revision before big AAA projects start using their janky open source engine.
how could they use this opportunity, if they were competent?
Focus on open source and pray to god nobody finds out that defold exists.
>left
Implying that Unity, UE4/5, Game Maker were? they are all built around a business model.
unreal isn't for solo or small teams
>unreal isn't for solo or small teams
Ignore anything I wrote above. I just read about Unity's new licensing fees.
I mean. UE5 is so much better than any other engine. Whats the point of using even an engine when UE5 is so far ahead? i dont get it. Even if your engine is specialized in doing one thing im not sure if its worth the cost.
Because no engine is one-size-fits-all.
What cant UE5 do well? Tell me
It makes no sense to use UE5 for my top-down pixel tactics game.
Alright some pixelshit. Anything can do 2D games. I mean real games anon.
>What's the point of using another engine when you could use UE5?
>because UE5 is not good for everything
>well just don't make those things then
sasuga. anon was a retard all along.
What are you even trying to say, what?
Oh No, It's Actually Retarded
name one good UE5 game
(pro-tip you can't)
Not their fault that there aren't good games rn available
Filesize. (on mobile you ideally don't want anything bigger than like 5mb + at worst a smaller download when you first start it)
Mobile performance.
Documentation.
Those are it mostly. Most people aren't even aware that you can do proper pixel perfect 2D in Unreal. (but it's not exactly painless see: https://github.com/Nauja/ue4-pixelperfect2d-sample)
UE5 Is mod unfriendly as fuck
UE 5 is 50 gigs and requires at least RTX 2080 SUPER and 64gb RAM to run the editor comfortably. Most indies are in the 1650-2060/5600-6600 zone. Which means they will move to Godot.
>Godot
AHAHAHA. Despite its massive amount of fucks up, Unity is still far surperior than Godot.
Have you seen Godot's physics engine?! It's just the tip of the iceberg. The devs are also anti AI while Unity is actually pro progress.
Good morning sir. How much is poonity paying you?
Keep that act up luddite. We both know you are losing.
Please sir, we are doing the needful.
>anti AI
BASED
>physics engine
true, softbody simulation, particle emitter, hair system and DOTs are miles ahead of what godot has (it has nothing tbh, just very basic and resource-heavy softbody sim). Still, I bet small indies and 1-men projects will switch, because you never know how Unity will fuck you up in the future.
i think there's some games that could literally just run on the quake 3 engine and it would be alright
So much better that it even requires you to have a RTX 3000+ with already enabled upscale just to do exactly the same thing, other engines can do with 110 of the processing power, lol
I only know this exists after having to write a paper on waiting for godot and results for this piece of shit being sponsored and shoved in my face.
>bro can't be bothered into writing the entire title "waiting for Godot"
It's your own fault, learn to use search engines
Outside being a janky mess, Unreal is pretty solid. Just learn C++ brah, it's not that hard.
Although Godot is more than enough for indie. Many Steam hits are already made with it.
Range? Open? Urho?
but what can i use if i want to make vampire survivors
Bare metal open GL
There is no other option.
its time
>Expensive spyware is dead
And nothing of value was lost.
>Unity Personal and Unity Plus: The Unity Runtime Fee will apply to games made with Unity Personal and Unity Plus that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime installs.
Wow, so it's fucking nothing and OP was a sensationalising dishonest piece of shit like always? Yawn.
Yeah, this shit won't affect 90% of indie devs. And for the ones it does affect, the cost is basically nothing.
If you're selling your game for $20, you've probably made several million by the time this kicks in.
but what if all those people who bought it keep fucking reinstalling!!!!
Its for unique installs only, stop falling for the meme.
shh, if it hurts unity its worth it
>laughs in virtual machines
>deletes registry entry
You're a unity shill or genuinely retarded
This is from their FAQ. There's nothing about unique installs there. Besides, how would Unity track an install being unique? IP address? Database of all made Unity games and who purchased them?
mac address retard
So, Unity "simply" builds a database of every Unity game ever made, and the mac addresses that have installed them? And every Unity game will ping that database each time the game is installed? Or does the game ping the database each time it is launched, to counter those sneaky scoundrels who install an Unity game offline?
Are you retarded?
Do you know even what MAC address is and what it is used for?
no
>Do you know even what MAC address is and what it is used for?
mister, >>>Ganker is over there, you're on Ganker.
>mac address
I'm on windows, retard.
underrated post
Yeah because those aren't spoofable
That's a trivial problem to solve. Upon first launch, the unity's engine generates a GUID, stores it on the device and send it to the Unity's servers. Subsequent launches will just send the GUID. The problem is that this can be spoofed, and even without taking bad faith users into consideration, devs have to paid for users that have multiple devices/share their games through systems like Steam family share.
Smart answer. But Unity's solution is a "trust us, bro" proprietary data model. Meaning they can write whatever number they want on the invoice.
I remember a game I used to have to install and uninstall constantly because there was a bug that only would go away if I did so
I know a lot of people would do this kind of things to gacha games like Genshit just to spite the company
They would probably write a script to do it for them too
the fine print of their changes explicitly excludes games with microtransactions
unity is scared shitless of the tencent iron boot
Unity killed any incentive to hand out review keys, join any bundle program, put a game on early access (as those are heavily re-installed over and over as people check out new updates), make a game without continued monetization, or just offer any long term support. Every re-install from a customer who only paid for the game once is costs a dev money.
>literally just started on my game in a serious manner in Unity
>after creating small test builds and doing demos with Unity, Unreal, GameMaker, and Godot for the past year to decide which engine was the best match
I literally just finished my first game in Unity yesterday. Been working on it for a year and it was a passion thing. Then I woke up to see this shit lmao. I don't know if I even want to release it anymore if they're going through with this
You need to make 200k $ in revenue first.
If its your first game that sounds likely impossible.
just finish a game first
don't worry, your game will flop and won't generate more than $200k anyway
>true 3D engine
>based on cryengine
>uses chad C++ instead of Microshart's C#
>option for Lua or BP-style visual scripting
>Completely free and open source (Apache2.0/MIT)
Take the O3DE pill
Why is Apache so based? I've been using OpenOffice since it was released. I'm a programmer by trade but for business applications, not game dev. I may try this. Thank you, anon
It's just under the apache license, it belongs to the Linux foundation.
>I've been using OpenOffice since it was released.
Anon, stop using it and move to LibreOffice, OpenOffice is almost abandonware at this point.
LibreOffice is a direct fork where all the development efforts are concentrated.
Name one notable game
The engine is like 2 years old, so it's not quite mature enough to have the catalog of slop you see from Unity or Unreal.
If you're feeling adventurous and determined, maybe you can make the first?
>like 2 years old
you mean like 2 years since it was rebranded from lumberyard
Name one game
>40gb
LMOA
it's a rebranded lumberyard after its failure, from my short experience with lumberyard the ui was hell to navigate, took years to build/open a project and it crashed every hour
the only thing of value in it is the cryengine 3 renderer and I'm sure lots of small/medium sized studios will have fun with it but not the whole engine
I mentioned this last thread but want some thoughts.
why not sell your unity build on patreon?
They'll probably start counting Patreon as being revenue sooner or later. They are counting microtransactions already.
wouldnt you still be installing it
You have to install and make revenue. Patreon donations wouldn't count as revenue, but I wouldn't be surprised if they try to go after that loophole.
The real move is to sell your IP right before release and have Unity try to sue your shell company situated in the Cayman Islands
They can DMCA your game but with +99% of game sales being made in the first month you already got your money and Unity is left chasing ghosts
>pay $0.20 to reinstall
you fuck realize that in you shill this engine so much they'll also build spyware and other analytics in it when it gets popular, right?
it's open source and can be forked at any time
Fuck off, try that disingenuous bullshit on clueless normalfags as they'd be the only ones to fall for it, but good luck trying to teach them what foss even is or why it matters just so you can try and shill against it.
I will make everything possible to fuck certain devs over this and you can't stop me.
>the unity changes are retroactive
What the fuck? Is that even legal?
I will make it legal
how come all suits look evil
Early life face
Not early life, just ea.
You think you make it to CEO of big corporations by being nice?
i figure that depends on how rich your parents are
That's just the bare minimum, only the meanest and most competitive rich kids make it to the top
My first thought
That sounds fucking illegal
Who cares if it's legal? At best they will give them a few million dollar fine that will be covered from the new cash inflow from the fees and they will still have fat millions left.
Aren't they losing money YOY?
What the fuck counts as an "install"? Can you actually just uninstall and install a game over and over to make a game dev spend money? Surely they mean purchase, right?
See
I'm not sure whether it means just the first install on that device, or every one after that.
Godot will unironically become the Blender of indie game devs. It'll take some time to be up to snuff, but when it does, it'll be the go-to for everybody.
name 5 good games made with Godot
G
o
d
o
and t
1. my first future game
2. my second future game
3. my third future game
4. my fourth future game
5. my fifth future game
why is this an argument? Are modern "devs" are so incredibly lazy that they need an engine+game completely spoonfed to them? ffs most gamedevs used to create their own engines
>ffs most gamedevs used to create their own engines
Every fucking respectable dev will tell you that making your own engine is not worth it. Its expensive, its very time consuming, and its gonna take a while to get the engine in a stable condition to start with the real project. Also, if you're are making a simple 2d platformer adventure, why in the fuck would you spend 2 years of your life programming an engine when other, already stablished engine can do the trick just fine?
>minecraft
>terraria
>stardew valley
Three of the biggest indie games of the last decade made by 1 person each and all with custom engines from the ground up. And no XNA is not an engine, it's a light framework that provides some convenience libraries for doing a few common things.
All those examples are hilariously flawed though. Even to this day, Terraria suffers from sever limitations to things like creature AI because of its trash engine.
Sonic Colors
Suicide Squad I mean Cruelty Squad
the list goes on....
>Sonic Colors
he said good
cassette beasts was actually not bad for a critter collector
I might have appreciated more dynamic and variable fusions though
How does unity even keep track of installations?
> How does unity even keep track of installations?
The Unity IDE compiles a runtime tracker that embeds itself into your install.bat. Whenever an End-User executes your instalation packagage, "your" game "calls home and now you owe Unity $0.20 or whatever.
my only knowledge of godot was that SEGA used it for Sonic Colors Ultimate and the disaster launch that followed afterward
were they just incompetent?
They actually used a modified fork of Godot engine just as a graphical backend. The game itself is still running on Hedgehog engine. So yeah, just regular Sonic Team incompetence from what I understand.
No one ever made a good game in Godot
This is so based bros we can finally bankrupt genshin impact
Time to re install it millions of times
Damn, I'm not keen on Godot either because I'm pretty sure Ariel Linietsky and Ariel Manzur have gnomish heritage, if their surnames are to be believed.
garden gnomes that give stuff away for free? They can't be that bad.
What's everyone's opinion on Defold?
haven't heard about it
>Defold
it *sounds* good, but that's about it
>Rust
Ehhhh
That's just the internal engine code.
Game logic is written with lua.
Could have sworn you can use Rust with it too. Lua's a lot more appealing though.
I'm of the mind with
It looks very stately and professional (as in, it's for people who actually need to release things to eat) but I can't even get the unpacker to run on Windows.
I can run the editor in Linux but not even menus work consistently.
I think I'll just work in Godot for now, at least it actually functions.
or just make or own tools. the initial investment is big but you never have to worry about this again
t. enginedev in his fifth year of making his engine, having released no games
h-how did you know i release one
i mean it is 20 cents per install.. it's not that bad
That is awful for free to play games, I think they barely do $0.20 per player, the whales give the most money
Is Unity killing free to play games? Based
Genshin was made with Unity. They want in.
>expecting the chinese to pay licensing costs
l m a o
Anon, games already take forever nowadays to fully release. That's why engines were released to the public to begin with, to minimize the time spent. Every game dev making their own engine does nothing but add on extra time and money that they're already spending.
Any tips on learning UE? I'd like to make a simple third person shooter.
UE comes with templates that include a character controller and third-person camera. the game is basically made for you
Gamedev.tv has decent courses and they are often on humblebundle for dirt cheap They are also for free on online-courses(.)club. Unreal Sensei on youtube can give you basics for everything, for shaders Ben Cloward and tharlevfx on youtube, for vfx the best one in my opinion is Vince Petrelli on udemy, but there are also decent pajeets for free on youtube, CGHow and UnrealCG.
How many games have you released
None, but I'm currently trying to find a job in vfx. Fuck this industry for demanding 2 years+ and a released AAA game for a fucking junior position.
Oh okay, good luck
I know that feel. Good luck, bro
Thanks, I'm gonna need it.
Make sure your specs meet recommended system requirements for UE5. Otherwise, good luck with 40 minute long shader compilation and 90'C temp in editor.
There's still Game Maker for pixelshit
No way im gonna pay a fucking monthy subscription for this fucking engine, but I will reinstall Game Maker Studio, thank you very much
I'm going to use gamemaker studio to make my 3D game.
I will make my own dev tools and extensions for any of it's shortcomings because it's still faster than building my own engine from scratch.
I'm so glad I stuck to it instead of using scummy "live subscription services" like game maker studio 2 or Unity.
I understand so much more about 3D rendering now.
where'd you get that from buddy, did you just type it up
Not that hard to search for a tweet
his next tweet makes the whole thing even worse jesus
>Charity games/bundles exempted from fees
They're lying. Unity can't possibly know how players bought the game.
how hard is it to make your own game engine with DirectX (or something) for some kind of simple (think daggerfall) graphics?
Shouldn't be THAT hard but it will still require some pretty solid programming skills beyond what you'd need with a ready-made engine.
Writing a usable game engine takes at least a year. There's more to it than just the renderer. If you have unique needs, you'll achieve them faster by just forking Godot.
if you already know how to program and how to look around github for open source examples, it's not that hard. you do need linear algebra and 3d math skills, but most ppl will learn along the way anyways
honestly if ppl HAD to make their own engines, things wouldn't be that different. Developers making games worth playing are all capable of making their own engines that fit the requirements for their games.
2D engines are easy to make. Basic 3D engines and indie friendly styles (cel shading, basic 3d, etc) are not super hard. AAA graphics are hard, but many AAA teams already make their own engines.
Open Source Chads win again.
screw it i'm using the quake engine
Nah, I'm thinking Source engine renaissance. Steam just turned 20, this is a good time for Valve to fucking do something.
>Valve to fucking do something
lol as if that's ever going to happen
uh yeah anyway
>$50,000 for commercial use
https://developer.valvesoftware.com/wiki/Havok
"IVP was initially licensed for an estimated $50,000-$60,000 per title. The licensing cost for third-party Source games formerly was $25,000 per title, and only applies to commercial games and/or mods[confirm].
As of 2021, the licensing cost for use with Valve engines has been waived in an agreement between Valve and Microsoft (the parent company of Havok). The license is now free."
>article says right there it's obsolete
kek
>moving goalposts
Havok is obsolete in that it isn't used in new engines, but Source still uses it and it's super easy to replace once you have a license for the engine
sorry you got filtered by hammer, bro
https://developer.valvesoftware.com/wiki/Rubikon
which is for Source 2, not Source 1, if you'd bothered to read
>just use source 1 until the end of time bro
Kek, absolute retard. By the way, though they aren't even licensing Source 2 right now, they've gone on record that they WILL take money from commercial projects made in it. Keep trying though gay
>oh no a company takes money from commercial projects using their product! this has never happened before!
cool story, sorry you can’t afford to pay your dues when you use other people’s work
>source engine is free!
>uh actually the latest version isn't
>UM WELL AKSHULLY IT DOESNT EVEN MATTER IF IT COSTS MONEY I MEAN WHAT ARE YOU POOR HOW DARE YOU REFUSE TO PAY FOR A GAME ENGINE WHEN ACTUALLY FREE ONES DO EXIST REE
Kek, have a nice day
let me explain this simply for you:
source 1, which is what the post was about: free
source 2, which you brought up when your $50,000 point was refuted: not available and will not be free
anyway livestream me killing myself at twitch.tv/ninja
Again,
>just use source 1 forever bro
Do you not have the least bit of foresight?
nobody is saying use it forever? obviously the idea is to move to source 2 once it’s available, cost or not
>just move to the paid engine bro
>when the point of using source was supposed to be that it was also free like Godot
You're not too bright are you
i cannot express how much you’re missing the reality that when you actually move to big boy projects, you typically have to pay to use things
See
>moving the goalpost to compare shitdot to source1
>sorry you got filtered by hammer, bro
moron, enjoying hammer is the same as enjoying cock and ball torture, i mean the thing even has a hammer as a icon ffs.
who’s to say i don’t like cock and ball torture, cousin
Is it possible for Godot to get bought in the future?
Probably but why would it? The source code is already out there.
It doesn't have any sneaky legal shit like unity where they could steal all your shit if they get bought out?
>Can't publish to consoles
Its fucking shit
https://w4games.com/2023/02/28/godot-support-for-consoles-is-coming-courtesy-of-w4-games/
Already on the way
>godot
wanna make a warband clone but without the battles, only the campaign map
would godot be a good choice? any 3d games made on that engine?
/agdg/ ignoring me because everyone is focused on the unity drama
>3d games on godot
Yes. You might want to check https://github.com/RPicster/godot4-demo-desert-light. It's a good engine for 3d indi and AA games. I might think of 2 reasons why it's still not popular:
1. Unity exists and has a lot more tutorials, assets in store and good documentation.
2. Godot's documentation is probably non-existent since the release of 4.0
They never bothered to make a proper documentation or update old articles. Some time ago I tried to make a sea shader following their tutorial and nothing worked. I checked the docs and half of the shit was deprecated in 4.0.
Anon, godot's documentation did update certain pages covering the changes of 4, it's just that it's a mess, but if you search, the info is there.
But Godot's documentation isn't good in comparison to Unity's. Unity has the function along with example code mentioning it's use.
Godot has no examples and you're expected to know how they work beforehand through youtube tutorials or prior dev experience.
there's this thing called CK2, it has been released 12 years ago
hobby
also in ck games you teleport around, there is no tangible presence of your character
>We lived long enough to see CCP-backed gacha developers, Microsoft, Epic Games and indie devs unite against a common enemy.
My fucking sides
>unite against a common enemy.
who is?
Perfect moment for other companies to start selling their inhouse engines for a moderate price.
Imagine if Valve makes Source 2 free.
id is going to make commercial engines again, the only reason idtech 7 isn't is due to zenimax leftovers
it blows my mind that they haven't released the source code considering their big push for Linux
It'd be ancient and outdated and they wouldn't want to maintain it as just another thing they'd have to keep track of. Valve pushed for linux so they wouldn't get fucked by being tied down to windows. Even if unity is going full retard there's still alternative engines.
Square should try with their Luminous Engine lmao
i wish valve would just buy or help fund godot and improve it
>gaben's laissez faire survival of the fittest libertarian ecosystem
lmao
that's like thinking throwing money at valheim makes it a better game with more content
they've been helping linux with proton, i'd say it's possible but unlikely. they must realize by now that source 2 wouldn't work for indies
>Unity realize they made a mistake
>roll back this idea tomorrow
>everyone forgets about it in a week
When will you smelly FOSS-fags learn? No one wants to use your communist software.
On top of the install fee they may or may not roll back, they are removing the Plus subscription in favor of the more expensive Pro one, and there will be an always-online functionality. No matter what, Unity is done.
>they are removing the Plus subscription in favor of the more expensive Pro one
Free and Plus are identical now, aside from the splash screen (not a big deal).
>there will be an always-online functionality
Industry standard. Don't you have an Internet connection?
My question is why? Surely someone at unity must have told them that this will kill their product? Are they trying to cash out? Weird shit.
>Are they trying to cash out?
Yes, the CEO sold his stock last week.
Lmao
And the CEO is the same dude who wanted to make people pay real money for ammo in battlefield
Godot would be great, honestly, if it used something like Python or C++ or even Lua by default instead of trying to support their own custom GDScript language, which isn't useful outside of Godot.
it always blows my mind why anybody would want less than c#/.net as scripting language.
Isn't C#/.NET proprietary Microsoft bullshit?
https://www.mono-project.com/docs/about-mono/supported-platforms/
You can actually use C++ by calling it from GDNative (limited to the scripting API but hot-reloaded) or through modules (have to recompile the engine each module change).
Honestly probably a potentially better option than faffing about with C#.
The only part of the scripting language that worries me is a) their memory management potentially being shit (which can be solved through C++ if necessary), b) not sure if their optional type system is any good and c) I fucking hate whitespace being part of the lang, fuck python for popularizing this.
as long as it provides low level control and the performance is good, language itself is just surface level it's something for larping non-coders to worry about
I mean, you can just implement Lua yourself and tie in your own API with minimal effort.
So will unreal be eternally carried by Epic having an infinite money cheat with fortnite?
there's no way Unity was ever struggling with money. They just wanted to make MORE money
What about gzdoom
Godot bros, we fucking won. Time and time again, they told us we would never finish our game. They called us chuds. They defended their shitty bloatware engine like their lives depended on it. And in the end, we fucking won. Watching the ship go down, after all this time, it feels fucking fantastic.
congrats man
so where's your game?
>godot was waiting the entire time for this moment
They probably getting drunk right now, celebrating unity idiocy.
Come home white dev
DarkPlaces is actually quite decent (forked Quake 1 engine used by Xonotic)
I don't get it, am I supposed to be happy Unity is dead? Someone please tell me how I'm supposed to feel about this
Which engine should I learn for mobile card games?
You just shouldn't make mobile card games.
But I want to make money and there’s a big hole in the market
If you want to make money, make a game you're actually passionate about and stop contributing to the amount of shovelware bullshit in the world.
But I need to pump out more slop or else I will have to eat ze bugs and live in the pod
I am passionate about the topic too, I just also believe there’s huge monetary potential. Even with small monetization.
>I am passionate about the topic too
Fair
>If you want to make money, make a game you're actually passionate about
Genuinely why would you suggest that if most of Ganker is just going to proudly pirate it anyway?
Ganker isn't exclusively comprised of priates.
there are /agdg/ games that have made it big enough for them to be financially comfortable. as long as the game isn't super hyper autismo niche you'll still find an audience outside of Ganker too, people outside of this place play more games than Ganker does.
The most sane anon in here. I too hope for this kind of genuine endeavor. It reminds of when people from forums and here actually did take the time to care for things they are passionate about and shared with others. Whether it be from artwork, mods, of vidya, it shows this level of kindness that's hard to find from saturated markets.
thank god i went with gamemaker
You did buy the perpetual license when they still sold it, right?
So what should I use if I want to make a 3d platformer?
There's still the Unreal engine.
Godot
Ois
Dalways
Othe
Tanswer
What about Unreal Engine, isn't that the most powerful one of them all?
Name one good game that was made in Unity.
fuck unity but cuphead
Shadowrun Returns series.
Expeditions series
Wasteland series
Pathfinder series
Muse Dash
still in alpha.
>Ganker talks about game engines or languages
>never explains why they're bad in detail.
Why is Ganker like this? Give an actual example of why is bad. Like for example, I've heard Java is bad for games solely because somehow, Notch's engine for minecraft uses one core of the processor and it has something to do with Java and not just his incompetence.
Java can utilize more than one core, but it was one of the last of the big languages to implement it.
unity is a shitshow of a single update breaking entire development cycles, forcing devs to NOT update, constant engine bloat with features literally nobody asked for and don't even work even if you use them, and then this shit
unreal has about the same problem with features but at least doesn't snap in half every 2 weeks, instead it's good for realizhm FPS games and that's it, trying to wrangle into anything else takes monumental amounts of effort even for competent studios
godot is objectively fine, but suffers from "this is how code do, figure the rest out yourself" documentation and a community that gives zero shits, a single retard with a patreon is carrying the entire godot gamedev community, randos with less than 100 subscribers have to come up with tutorials for core features, this isn't even a joke
RPG maker has the unreal problem that it works for turn based JRPGS and nothing fucking else, thankfully the engines are old enough that there's people making plugins for every genre and even 3D support, but good luck actually using them because making plugins play nice with each other is like trying to make a bunch of rabid dogs not kill each other, you need to be a japanese or russian autist to make anything work on it
>game engine
>game engine, japan
Take the Godot pill.
Clickteam Fusion is the preferred engine among developers of taste and talent
If this can be coded in a spreadsheet language than what's your excuse?
Godot chads, we keep winning
>anon makes game in godot
>its a basic shit vampire survivors clone with next to zero coding on par with helloworld.exe
>anon makes game in some esoteric language nobody has ever heard of
>it has wild coding and does crazy shit that shouldn't be possible
Hmm
makes you think
that depends... is the esoteric anon japanese? cuz if he is, then this is not really that hard to believe...
well there are examples in this thread, I don't know if they're japanese
if you mean the RPG maker 2003 ones? yes. ALL of them are japanese.
like these
japanese vs english
anon,
is in unity, i'm the guy that posted it.
>anon makes game in some esoteric language nobody has ever heard of
old rpgmaker is ruby or ruby forks anon
as
explained, RPGmaker 2003 doesnt use scripting like the later versions. apparently all the examples in this thread (including the 3d ones), were made with no scripting whatsoever.
Can I abuse exec commands in Godot? I'm fucking mad that they changed how it functioned when they made python 3. Python 2 exec was god.