Seems like my GPU can't even run the Editor, so i'll stick with Unity for now. Really wanted to try that Blueprint system
What are your system specs?
Seems like my GPU can't even run the Editor, so i'll stick with Unity for now. Really wanted to try that Blueprint system
Completely new to this stuff but I was waiting for details on UE4 to surface because I'm trying to start development on a game myself. Couple of questions:
- How would the payment model apply to a free game? I'm not talking F2P, microtransactions, anything like that. Just a completely free title with no initial commercial intent.
- I have virtually zero programming experience and none with game engines. Is there a suitable amount of tutorial content available for learning UE, and now UE4?
For specificity's sake, I'm looking to make a cel-shaded, multiplayer-only arena shooter title with conservative graphic fidelity. Is UE4 the way to go for something like that, or would it be wiser to just go with something like a Cryengine 3 free license?
Epic wants some of that Unity pie.
Hi there 'Based on the play', we will be adding PayPal in the next iteration or two
https://www.youtube.com/watch?v=sQy1ryw6kcg&hd=1
Video someone made showing off native oculus support
Seems like my GPU can't even run the Editor, so i'll stick with Unity for now. Really wanted to try that Blueprint system
I'm just wondering, can a beginner start with UE4?
Artist? Programmer? Game Designer? It depends on what you wanna do.
Three people, those three examples you gave, each person is good in their own field. Will the team be able to learn and advance the project (Indie Game)? Is it user friendly or beginner friendly?
Three people, those three examples you gave, each person is good in their own field. Will the team be able to learn and advance the project (Indie Game)? Is it user friendly or beginner friendly?
What are the major features that are still missing? Maybe people will submit them to the baseline to improve the engine.good price, shame its not on the level of the cry engine
What level is that? The dead community, lack of documentation, broken engine features, ass-backwards content pipeline, no source code or custom shaders level?good price, shame its not on the level of the cry engine
But I already subscribed to this thread as the ad-hoc, possibly monitored by Epic community representative thread!I'm thinking of making an Unreal Engine 4 thread like I did with the UDK one back some time ago. Would you guys be interested in that?
I'm thinking of making an Unreal Engine 4 thread like I did with the UDK one back some time ago. Would you guys be interested in that?
I'm thinking of making an Unreal Engine 4 thread like I did with the UDK one back some time ago. Would you guys be interested in that?
I'm thinking of making an Unreal Engine 4 thread like I did with the UDK one back some time ago. Would you guys be interested in that?
-- Yes! I've messed around with UDK but Unreal 4 has really grabbed my attention.I'm thinking of making an Unreal Engine 4 thread like I did with the UDK one back some time ago. Would you guys be interested in that?
Thanks for the info guys. Currently I'm downloading both free versions and will try them out myself. I'm just wondering, programming wise, does Unity uses C++? I only know C and C++.
I've spent some time with UE4 over the past few days and what follows are my initial beginners thoughts (sorry if it is too long and not particularly helpful).
.
Totally confused. What is it missing that makes it not on the same level? Care to elaborate?good price, shame its not on the level of the cry engine
Any vids/impressions of swing ninja ? Is it a fun template ?
If the EULA is correct, then make sure you do your budgets correctly. The royalty license is 5% off gross income, not sales. So if you do a Kickstarter with UE4, your 5% is based off the amount of your KS total, before KS, Amazon, or any fulfillment on your end are paid.
Correct:I think they specifically address this but it's 5% royalty on direct sales from the product. The example they gave is that if you had a 20 dollar tier that gave a copy of the game, you would owe 5% of that. But if you had a 50 dollar tier that gave a poster and a game then you would owe 5% on the 20 dollars for the game but not the 30 for the poster.
What if my product obtains crowdfunding via Kickstarter or another source?
Royalties are due on revenue from Kickstarter or other crowdfunding sources when the revenue is actually attributable to your product, for example if the user is required to purchase a particular funding package to obtain access (now or later) to your product, or if that package gives the buyer benefits within the product such as in-game items or virtual currency.
Heres an example of what we mean by attributable: Assume you provide two tiers of offers, a signed poster for $20, and a signed poster plus game access for $50. No royalties are due on ancillary products like posters, so no royalty is due on the $20 tier. On the $50 tier, the user is paying for the poster with a $20 value, and that implies that the remaining $30 of value is attributable to the product. So, for each $50 tier sale, youd pay a royalty of $1.50 (5% of $30).
"I then turned to Unity and it looked great and it seemed like the price was right and from some of the tutorials and amazing asset store made it seem like it would be well in my grasp. We wanted to start off with a relatively simple mobile game. Just started getting into it and then I seen it. I was told there was a small fee to port your game to IOS, and Android, but that's subjective I guess. It requires $1,500 Unity Pro license and both mobile platforms are also $1,500 a piece. Throwing in $4,500 in on a hobby isn't really something I'm ready to do at this point. "
There's not a fee for mobile licenses for Unity unless you need a feature that requires the Pro mobile licenses. You don't need Unity Pro unless you need a feature that is Unity Pro only.
You can release a Unity game on iOS and Android without paying Unity a single dime.
Unfortunately, if path finding is something you want to do by yourself or using one of many asset store plugins, you get already into your first show stopper as they all rely on a Unity Pro feature.
I think something related to pathfinding was just moved to the free version?
And then there's this, which works just fine without Unity Pro: http://arongranberg.com/astar/
Somewhat similar, Saints Row IV's side-scroller level when you move the camera: http://cloud-2.steampowered.com/ugc/578999951999944192/42C768585E45AED7D0D82F968C8DAEB8188A4AB2/Added a gif above, but yeah it is a pretty meaty template for a 2D endless runner type game (but you could stop him running easily enough I imagine). It isn't much fun to play though, just a nice demo of what you could do (but it has all the bits you need).
What I found interesting was the work done to build the city to be projected into a 2D plane.
"Creating the nav meshes offline or dynamically used to be a Pro only feature even in version 4. I have not checked for version 5 though."
Navmesh baking was actually added to Free in 4.2.
I think they specifically address this but it's 5% royalty on direct sales from the product. The example they gave is that if you had a 20 dollar tier that gave a copy of the game, you would owe 5% of that. But if you had a 50 dollar tier that gave a poster and a game then you would owe 5% on the 20 dollars for the game but not the 30 for the poster.
I could see some imaginative tier creation working around some of that.
$29 tier - get a 'thanks' posted on our webpage when we're done
$30 tier - get a 'thanks' posted and a copy of our game.
basically makes your game 'worth' $1 and therefore you only pay 5c to Epic.
Totally confused. What is it missing that makes it not on the same level? Care to elaborate?