Spirit
Very self-aware use of the fedora icon.
#52 posted by JneeraZ on 2015/03/02 18:45:18
Get some!
Spirit - Do you actually have a problem with that or are you just being argumentative? I think we're being pretty damned liberal here. :)
Wow Much Monocle Observation, M'purp'le Top Kek
#53 posted by Spirit on 2015/03/02 19:07:14
Warren: Ignore me, I'd never be a customer anyways. It is free with special needs, not free without strings attached. Free software is something else as is open source software.
#54 posted by JneeraZ on 2015/03/02 19:57:05
SPIRIT - Y U SO GROUCHY?!
#55 posted by rebb on 2015/03/02 20:07:02
Even 10% would still be generous for not having to conjure up a modern engine for your project first. Heck it was pretty much already free when it was 20$ a month.
Also It Was Free For Students
I got a free pass in November and did fuck all with it so far.
FREE AS IN BEER NOT AS IN SPEECH
#57 posted by czg on 2015/03/02 20:16:52
actually it's GNU/Unreal (pronounced ganoo)
Spergin' Over Semantics ITT
#58 posted by Kinn on 2015/03/02 21:42:59
5% is a very good deal. I don't think Spirit has a problem with that.
#59 posted by Baker on 2015/03/02 23:40:45
Considering the user base probably will consist of a fair share of 10 and 13 year olds, I would consider it defacto free for non-commercial usage.
It is unlikely they would be interested in harassing a 10 year old who made something and wanted to share.
How many initial mappers were under 15 when they made their first map?
@Spirit
#60 posted by mh on 2015/03/03 00:07:18
I'm not sure that you get to decide which definition of "free" other people are using.
#61 posted by - on 2015/03/03 01:44:48
Glad they went free to use instead of the subscription model, one of my grievances was that $240 a year was a bit much if, for instance, someone just wanted to mod the next Unreal Tournament or any UE4 game... or people who just wanted to learn the engine but weren't in school.
Even back in the day, the $50 bux for Worldcraft or however much it was wasn't something I was able to pay as a kid just to learn how to map, so I stuck with shitty editors for so long.
My first quake map was made with THRED which came with aftershock for quake. I made a WW1 style trench and it fucking blew chunks, it was so bad. I couldn't figure out how to make curved or slanted walls so I just abused the hell out of the cylinder brush.
Deathmatch Maker
#63 posted by Kinn on 2015/03/03 02:20:15
Remember that one? A map editor so awesome you couldn't map to a binary grid, only a decimal grid.
What's texture alignment, precious?
$240 a year was a bit much if, for instance, someone just wanted to mod the next Unreal Tournament
Yeah, this bit sucked the hardest. I wouldn't be surprised if that was the main decisive factor at work here.
Also, I guess Unity is officially yesterday's news, now.
#65 posted by JneeraZ on 2015/03/03 12:03:35
Unity is announcing something today. Should be exciting!
Warren
#66 posted by ijed on 2015/03/03 13:07:49
That's just low man.
No need to kick a dying dog.
#67 posted by JneeraZ on 2015/03/03 13:30:49
I'm serious! I have no idea what they're going to announce. They might surprise everyone. Going free? Becoming a publisher? Getting bought? Who knows!
I love GDC...
I Suppose We Just Have To Wait...
#68 posted by ijed on 2015/03/03 13:49:15
...and GDC.
Oho!
#69 posted by ijed on 2015/03/03 15:02:21
And the Unity manual is offline today:
"All will be revealed..."
Unity
#70 posted by Kinn on 2015/03/03 15:20:21
I'm fed up of spending weeks writing a new system in Unity, only for the next update to have their own version built-in.
Happened with Navmesh, happened with the new GUI stuff. Happened with (some of) Mecanim.
I swear to god I am literally spending all my time writing code that gets obsoleted by the next engine update.
Should have gone with Unreal.
Ok
#71 posted by Kinn on 2015/03/03 15:33:33
Before everyone leaps on me with "so you'd prefer Unity didn't update their engine?", what I mean is I wish I'd gone with an engine that was pretty much complete for what I needed to do with it in the first place...
#72 posted by JneeraZ on 2015/03/03 15:45:39
I get your point. Writing stuff that gets replaced with built-in functionality that you didn't know was coming sucks. At least if you KNEW they were going to add FeatureX in the next version, you could skip writing that code and do something else instead.
Yeah
#73 posted by Kinn on 2015/03/03 16:10:46
and typically even if they did tease/announce upcoming features, it's always too late.
Live Stream
#74 posted by ijed on 2015/03/03 16:26:15
Unity...
or your project appears to suffer from Daikatana syndrome. Because it's always changing it's never complete.
At some point you just have to stop and make your game.
|