I'm now forced to cancel my planned PC port of a game I published earlier this year. I'm not risking my bank account just to add pre-rendered cutscenes to my game.
I'm thankful to God that I discovered Godot.
I'm now forced to cancel my planned PC port of a game I published earlier this year. I'm not risking my bank account just to add pre-rendered cutscenes to my game.
I'm thankful to God that I discovered Godot.
At 9/18/23 11:22 PM, Derpydino17 wrote: I'm now forced to cancel my planned PC port of a game I published earlier this year. I'm not risking my bank account just to add pre-rendered cutscenes to my game.
I'm thankful to God that I discovered Godot.
Good call on Godot.
The whole idea that you can spend years of your life on a game and not have true ownership is so ass backwards. And it's a uniquely video game issue, can imagine anything like this happening to music production or an art program. Most of these games made, the devs don't truely own.
A lot of people are saying "use Unreal" but doing that is ignoring the bigger issue, you know? Even licensing fees gets under my skin - reason why I used Godot in the first place.
Response to How much has Unity screwed you over thread 2023-09-20 23:43:41 (edited 2023-09-20 23:47:04)
Yeah I don't get why they revenue share or something else. 20cents per install is budget destroying for any game without ad revenue or micro transactions. I'm not a game dev but if I try to start I'm gonna start with unreal instead lol
(Granted the fee only starts after some amount of installs and $200,000 in revenue. But at that point you might as well make the game free after it reaches $199,999. Cant charge on installs if I'm not making revenue.
thankfully we were able to switch to godot bc we had only just exited pre-production
It didn't coz I never used unity.
A rando who likes FNF and doing nothing whatsoever on a clinically unhealthy way. Not working on Nightmare Cops.
So you all can have some catharsis, it's a high possibility Nintendo could attempt to sue Unity for this new policy; they won't stand a chance against Nintendo lawyers. They'll be forced to have to go back on their decision or literally lose everything.
Schizo Autist with bonus ADHD
I do the haha funni voic, and make the vidyo gay muzik, I also write okay... I think?
At 9/19/23 12:52 AM, KageKMB wrote:At 9/18/23 11:22 PM, Derpydino17 wrote: I'm now forced to cancel my planned PC port of a game I published earlier this year. I'm not risking my bank account just to add pre-rendered cutscenes to my game.Good call on Godot.
I'm thankful to God that I discovered Godot.
The whole idea that you can spend years of your life on a game and not have true ownership is so ass backwards. And it's a uniquely video game issue, can imagine anything like this happening to music production or an art program. Most of these games made, the devs don't truely own.
A lot of people are saying "use Unreal" but doing that is ignoring the bigger issue, you know? Even licensing fees gets under my skin - reason why I used Godot in the first place.
I think Unreal's licensing is different from what we have seen from Unity's.
It's open-source (requires Epic Games account) and uses a EULA license which protects the user from retroactive changes from their current version.
At 9/25/23 08:46 PM, HENOOB wrote:At 9/19/23 12:52 AM, KageKMB wrote:I think Unreal's licensing is different from what we have seen from Unity's.At 9/18/23 11:22 PM, Derpydino17 wrote: I'm now forced to cancel my planned PC port of a game I published earlier this year. I'm not risking my bank account just to add pre-rendered cutscenes to my game.Good call on Godot.
I'm thankful to God that I discovered Godot.
The whole idea that you can spend years of your life on a game and not have true ownership is so ass backwards. And it's a uniquely video game issue, can imagine anything like this happening to music production or an art program. Most of these games made, the devs don't truely own.
A lot of people are saying "use Unreal" but doing that is ignoring the bigger issue, you know? Even licensing fees gets under my skin - reason why I used Godot in the first place.
It's open-source (requires Epic Games account) and uses a EULA license which protects the user from retroactive changes from their current version.
Even if it's better - it doesnt change the fact you don't have true ownership of your art because of the tool you used. It's like saying "you used my pen, so you only have partial ownership of your drawing," most illustrators wouldn't accept that deal and just draw with a different pen.
At 9/27/23 03:17 PM, KageKMB wrote:At 9/25/23 08:46 PM, HENOOB wrote:Even if it's better - it doesnt change the fact you don't have true ownership of your art because of the tool you used. It's like saying "you used my pen, so you only have partial ownership of your drawing," most illustrators wouldn't accept that deal and just draw with a different pen.At 9/19/23 12:52 AM, KageKMB wrote:I think Unreal's licensing is different from what we have seen from Unity's.At 9/18/23 11:22 PM, Derpydino17 wrote: I'm now forced to cancel my planned PC port of a game I published earlier this year. I'm not risking my bank account just to add pre-rendered cutscenes to my game.Good call on Godot.
I'm thankful to God that I discovered Godot.
The whole idea that you can spend years of your life on a game and not have true ownership is so ass backwards. And it's a uniquely video game issue, can imagine anything like this happening to music production or an art program. Most of these games made, the devs don't truely own.
A lot of people are saying "use Unreal" but doing that is ignoring the bigger issue, you know? Even licensing fees gets under my skin - reason why I used Godot in the first place.
It's open-source (requires Epic Games account) and uses a EULA license which protects the user from retroactive changes from their current version.
very good analogy here