- Squids ( @Squids@sopuli.xyz ) English111•1 year ago
Rival developer? Please, I’m pretty sure the call is coming from within the house here - this is exactly the sort of thing 4chan would do because a game asked them pronouns or gave them a wetsuit skin instead of a bikini one
- Diabolo96 ( @Diabolo96@lemmy.dbzer0.com ) 90•1 year ago
We need to make Godot the biggest engine for indie devs just like how blender is the go to 3d modeling software.
- colourlesspony ( @colourlesspony@pawb.social ) 37•1 year ago
Godot is fantastic! I really want it to become the Blender of game engines.
- I Cast Fist ( @ICastFist@programming.dev ) 7•1 year ago
Speaking of, it does have great integration with Blender. By default, you’ll want to import 3D stuff as .gltf, but if you have blender installed, Godot/Blender will automagically import .blend files as .gltf
- AdmiralShat ( @AdmiralShat@programming.dev ) English4•1 year ago
Just to add, there was a post i saw where someone got Geometry Nodes working in godot through .blends. They’re static in Godot, but as soon as you save in Blender, it updates in godot without export
- Holzkohlen ( @Holzkohlen@feddit.de ) 21•1 year ago
Shoutout to Renpy. I love me some VNs and I love that little engine. It’s so user friendly (as in for the player) and it’s open source.
- Diabolo96 ( @Diabolo96@lemmy.dbzer0.com ) 15•1 year ago
Renpy is i believe already the most used tool for VNs. It uses python so it allow far more customization than just a classic branching VN. Granted, you need to learn python, but at least it’s the most used programming language in the world not some proprietary language that may die anytime.
A minute of silence to all actionscript 2/3 (the adobe flash programming language ) devs
- homo_ignotus ( @homo_ignotus@programming.dev ) 6•1 year ago
The most used programming language in the world is Excel, not Python.
- SkyeStarfall ( @SkyeStarfall@lemmy.blahaj.zone ) 4•1 year ago
Not for programming
- HulkSmashBurgers ( @HulkSmashBurgers@reddthat.com ) 8•1 year ago
Irc brotato uses godot. I love that game. Lucky character slingshot build ftw.
Do you know Maya?
- Diabolo96 ( @Diabolo96@lemmy.dbzer0.com ) 7•1 year ago
I know it’s one of those modeling software that cost the same as a car. There’s 3ds max also.
- unalivejoy ( @joyjoy@lemm.ee ) English4•1 year ago
Both are also characters in Ace Attorney.
- Diabolo96 ( @Diabolo96@lemmy.dbzer0.com ) 5•1 year ago
-Congratulations on the kid sir. So what will this little fella be called ?
-Max, 3ds Max.
- ZILtoid1991 ( @ZILtoid1991@kbin.social ) 27•1 year ago
https://github.com/ZILtoid1991/pixelperfectengine
If you need an alternative for retro pixel-art games, then you can use my engine. Has its own weird quirks, but can be made work, also I still need time to hardware accelerate the sprite rendering.
- Nerorero ( @Nerorero@lemmy.blahaj.zone ) 1•1 year ago
Could I make a Text based game with this? And does it support android?
- ZILtoid1991 ( @ZILtoid1991@kbin.social ) 2•1 year ago
It has a text rendering subsystem for bitmap fonts, so as long as you either get the fonts for it (either by converting them from old bitmap fonts, or from new vector fonts), you can. It also has a GUI system, which might be good for either text-based games too.
Android support is planned, but currently low-priority due to other things I need to take care of. Audio is likely taken care of for the most part through ALSA (hotplugging would probably crash the audio thread as of now), and until I don’t move things away from SDL to my own solution (iota), it wouldn’t be too hard to port (also I will add Android support to iota, either by directly interfacing with it, or using an x11 translation layer). If someone would join, I could speed up the process to it, maybe even add things like MacOS and iOS support (D code has been successfully ran on PS4/5 and Xbone/XBS, reportedly even on the Switch).
- wolo ( @wolo@lemmy.blahaj.zone ) English22•1 year ago
breaking news: if you spend thousands of hours building a house of cards on top of a rug controlled by a company whose best interests do not align with yours, don’t be surprised when they hold your work for ransom and threaten to pull it out from under you
- Pyro ( @Pyro@pawb.social ) English20•1 year ago
Sounds like unity doesn’t want any new devs to go over to them and for the ones who did to start moving away to other engines.
Ask for x per purchase would at least get less backlash but I guess they couldn’t track that as easily
- AdmiralShat ( @AdmiralShat@programming.dev ) English2•1 year ago
Im convinced this is a pump and dump by the former EA CEO
- AceQuorthon ( @AceQuorthon@lemmy.dbzer0.com ) 19•1 year ago
Developers need to stop using Unity AND Unreal. I miss in-house engines.
- KyuubiNoKitsune ( @KyuubiNoKitsune@lemmy.blahaj.zone ) 17•1 year ago
I think it’s hard to make an engine that lives up to today’s gamers standards. I mean, engine building is hard either way. There is always Open 3D, but having some association with AWS probably sullies it’s name.
- Onionizer ( @Onionizer@geddit.social ) 9•1 year ago
Go play Farming Simulator or DCS World for 10minutes and you’ll change your mind
- GenEcon ( @GenEcon@lemm.ee ) 5•1 year ago
Or any Bethesda game.
Farming Simulator 22 was the game that ran the worst on my PC. Performance was even worse on lower settings and the graphics weren’t any good. I had a Ryzen 7 5800X and RTX 3080. Luckily I just played it using Xbox Game Pass and didn’t buy it.
- OmnipotentEntity ( @OmnipotentEntity@beehaw.org ) 8•1 year ago
As a former indie game dev who made their own in-house engine for a reasonably popular game, this is generally a bad idea. Just use Godot imo.
- Swedneck ( @Swedneck@discuss.tchncs.de ) 7•1 year ago
just use godot jfc
- I Cast Fist ( @ICastFist@programming.dev ) English6•1 year ago
I miss in-house engines.
Eh, they’re not always a good solution. CDProjekt ditched their own, which led to a lot of bugs in Cyberpunk 2077, to move towards Unreal. Bethesda’s notorious for their very buggy mess of an engine. And people working under EA complained to hell and back about having to use the Frostbite engine for everything.
- voxel ( @vox@sopuli.xyz ) 16•1 year ago
btw i predicted the whole thing a month ago
i fucking had the whole system in mind and it matches my thoughts exactly. (i was trying to come up with the most developer-unfriendly monetization strategy for unity… while in shower… for some reason) - popemichael ( @popemichael@lemmy.sdf.org ) English15•1 year ago
I can see a lot of people switching away from unity due to this.
It’s sad that I wasted my time learning the engine a few years ago.
- Katzastrophe ( @Katzastrophe@feddit.de ) 4•1 year ago
Same for me, ah well, I suppose there’s a joy in learning something new
- I Cast Fist ( @ICastFist@programming.dev ) English6•1 year ago
Any C# coding skill won’t be wasted, so there’s that silver lining, unlike navigating through the editor.
Wait im out of the loop, what did unity do?
- SagXD ( @sag@lemm.ee ) 35•1 year ago
Everytime someone install a Unity game. Dev have to pay the Unity.
Didnt unity already take a bit of the sales? This sounds fucking stupid. Guess im learning Godot now
- SagXD ( @sag@lemm.ee ) 20•1 year ago
Yeah, Godot is best alternative to unity.
- BougieBirdie ( @Bougie_Birdie@lemmy.blahaj.zone ) 2•1 year ago
Unity used to take a royalty if you earned over a certain amount, I think it was 100k USD/yr. I couldn’t tell you the exact percentage, but I seem to recall it was significant, similar to your platform fees which on Steam is like 30%
They discontinued that years ago though. Now it’s free if you’re under the $100k threshold, but once you go over you have to upgrade your license at a cost of a couple grand per seat per year.
The per-install fee is taking effect Jan 1, 2024, but I believe you’re still going to have to get an upgraded license after you hit the threshold. This is a fee on top of fees.
- Elderos ( @Elderos@lemmings.world ) 1•1 year ago
Unity don’t take royalties, this is their piss-poor attempt at doing that.
- Ms. ArmoredThirteen ( @ArmoredThirteen@lemmy.ml ) 8•1 year ago
Only occurs after the game reaches a certain amount of revenue within the last year. Not defending it this is a terrible change but there is still a degree of wiggle room for free games or VERY small indie games.
- Elderos ( @Elderos@lemmings.world ) 4•1 year ago
In practice it mostly affect studio making over 1M in sales per year. The download fee only occur on pro users past that threshold. The fee is so ridiculous that they’re basically forcing devs to get pro, but that was kinda already a thing anyway. For studios malong over 1M a year, well they gotta pay up unfortunately. Unfortunately 1M per year ins’t that much for a middle-sized studio, but small studio are barely affected by this change.
- I Cast Fist ( @ICastFist@programming.dev ) English1•1 year ago
The download fee only occur on pro users past that threshold
Free (Personal) and Plus users also have to pay, and their threshold is lower than for Pro/Enterprise users: 200k lifetime downloads and 200k dollars earned in the past year, vs 1million for the pro.
- Queen HawlSera ( @HawlSera@lemm.ee ) English8•1 year ago
Yeah I can’t see this policy staying legal for long. Even if it wasn’t blatant Highway robbery, Don’t these tech companies have lobbyists that can push to ban this kind of shit? Because this screws over the company and not the fan base. I mean Publishers are going to have a hard time finding Talent if they want a game based in unity, but the developers are worried about being bankrupted simply because too many people are trying to get the game working by uninstalling and reinstalling it.
And what if the company is already defunct, but their game is still on Steam because the publisher owns the ip? Who exactly is going to Pony up?
- omalaul ( @omalaul@lemm.ee ) 4•1 year ago
Is steam charging for re-installs?
Unity is apparently planning to starting next year
- AdmiralShat ( @AdmiralShat@programming.dev ) English1•1 year ago
No, Unity will charge developers for installs, not users
- 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️ ( @Kolanaki@yiffit.net ) English3•1 year ago
I mentioned this in a thread on the news article posted somewhere around here and it was pointed out that they do claim to have preventative measures for this exact scenario. They didn’t detail what that was, however. It could still be (and likely would be) inadequate and certainly not fool proof.