Hey, I was wondering what people's experiences for these types of services.
This stuff seems to change year to year, so I figure it's the sort of thing worth asking for people's direct experiences with. Bonus points if you have info specifically on Patreons centered around game-dev, illustration and/or comics.
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.
Newgrounds is the only platform I can think of that truly values artists' work - history proven to be more invested in incubating quality work & talent, than "give them slop so the user-base stays huge."
Social media platforms want you to post like it's your full time job with the sliver of hope you get an account with traction - it's like merging gambling with a sweat shop. There's no way in hell you're able to actually produce anything worthwhile or gain any real skills, if you're not spending any time in the lab.
On top of that - you have to compete against free-booters, react vids, and aggregate pages; so as someone who posts original work your at a disadvantage of material. As an old man seeing 2013's YT turn to 2023's - downward spiral.
___________
NG has a smaller userbase too, use it to your advantage. 5 invested fans is better than 100 passive viewers. Get a band of die hards - then expand you empire.
ran into a weird preformance lag on a replay - but minus that my play-though was good. better coded than any project i've done lol.
the only thing that needs work are the clashing assets. this would do great if you reached out to someone in the art portal to give the game a face lift. that being said, if it's going for a shitpost ascetic it needs to be more of a cluster fuck to read as 100% intentional
Godot. v3 is great for Newgrounds games cause the HTML exporter is compatible with both desktop and mobile browsers.
v4 has a lot of amazing features though, like the ability to import open blender files is a game changer.
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.