UNREAL ENGINE 4

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Post » Fri Mar 21, 2014 5:00 am

Yeah I'm not even gonna touch UE. Regardless of how the price goes. I'd rather stick with Unity.
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Post » Tue Mar 25, 2014 1:14 am

i have been working with unity for a couple of years and i really like it. but looking at all the videos unreal posted to youtube this last couple of days made me really want to try it out. and the price! man, that's just awesome. before i start working on my next 3D game ill definitely play with unreal for a week or two.

in the end, all this new competition for the indie developer market, will only make all these engines better. so everyone wins, independent of engine choice.
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Post » Tue Mar 25, 2014 4:32 am

A great demo from Zak Parrish at GDC for anyone wondering what all the fuss is about. Very drool worthy!

http://www.youtube.com/watch?v=9hwhH7upYFE
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Post » Fri Mar 28, 2014 11:16 pm

zendorf wrote:A great demo from Zak Parrish at GDC for anyone wondering what all the fuss is about. Very drool worthy!

http://www.youtube.com/watch?v=9hwhH7upYFE


Make sure you watch that in 720!
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Post » Sat Mar 29, 2014 8:02 pm

shinkan wrote:Unity 3d Free is different story so you can't compare it to UE

DUTOIT wrote:See tulamide example above, but that is too little money for 2 years worth of work. So in order to justify 2 years work you need to make at least $100,000
That means...
Epic gets $5000 + $456
vs
$1800 from unity 3d (2 years at $75) and that is if you need the pro features.


For serious games you will need Unity Pro version (quite funny note from unity www "free version is not intended for the production of professional games and interactive content")

1800$ vs 456$ - for pc, mac

5400$ vs 456$ - for pc, mac, android, ios


And some more news:
"Crytek has revealed that from May this year, indie developers will be able to use all of CRYENGINE's cutting-edge features for a monthly subscription fee of 9.90 USD/EUR per user - royalty free."


This pricing isn't really accurate, as you can also sign up for Unity's subscription service, which now has no set time limit on how long you have to sign up for. So, you could create your entire project in Unity, for free, and only sign up for the subscription to push it out to platforms outside of OSX/Windows/Linux. I've easily saved thousands of dollars using their subscription service instead of buying each major release outright, as was required previously.
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Post » Tue Apr 01, 2014 11:41 am

well, the actual game editor of the engine is coming to linux as well. I am assuming this has something to do with Valve's influence:
http://games.slashdot.org/story/14/03/1 ... engl-layer

There are a lot of indie developers using linux already
http://www.gamingonlinux.com/articles/u ... ign=buffer

so this is definitely exciting.

Godot engine is currently being picked up by that usergroup as an alternative to Unity.
Leadwerks recently got ported to linux. They managed to get over 40 000 $ in their "lets port leadwerks to linux/ preorder leadwerks license" kickstarter campaign.
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Post » Tue Apr 01, 2014 8:22 pm

digitalsoapbox wrote:This pricing isn't really accurate, as you can also sign up for Unity's subscription service, which now has no set time limit on how long you have to sign up for. So, you could create your entire project in Unity, for free, and only sign up for the subscription to push it out to platforms outside of OSX/Windows/Linux. I've easily saved thousands of dollars using their subscription service instead of buying each major release outright, as was required previously.

So that means implementing Pro's features last-minute then, huh? Because Pro has some really nice stuff packed in that Free lacks. I guess it's not a big deal if you already know what you're dealing with but of the Indie devs I know, they'd rather outright save up for Pro and not have to worry about the rest.
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Post » Tue Apr 01, 2014 9:40 pm

DatapawWolf wrote:
digitalsoapbox wrote:This pricing isn't really accurate, as you can also sign up for Unity's subscription service, which now has no set time limit on how long you have to sign up for. So, you could create your entire project in Unity, for free, and only sign up for the subscription to push it out to platforms outside of OSX/Windows/Linux. I've easily saved thousands of dollars using their subscription service instead of buying each major release outright, as was required previously.

So that means implementing Pro's features last-minute then, huh? Because Pro has some really nice stuff packed in that Free lacks. I guess it's not a big deal if you already know what you're dealing with but of the Indie devs I know, they'd rather outright save up for Pro and not have to worry about the rest.


You can keep the monthly account for as long as you'd like, and given Unity's recent upgrade cycle length is more bang for your buck than purchasing outright.

As for missing Pro features: other than internet multiplayer/networking they're almost entirely graphical, so even if that means you're paying $75/mo for, say, 3-6mo to add those graphical features you're still saving a ton of cash to put towards another part of the development process - mobile licenses, for example. I can't really comment on how long it would take to add the networking stuff in, and I can't say I've seen a ton of Unity (or Unreal tech in terms of indie dev) that really use it anyway.

I've been using Unity since the first versions on Windows (2.x somethingorother) and their current monthly pricing plan is by far the best deal I've seen in terms of providing access to powerful game (and other) development tools at a more indie-friendly cost. And what with the company's general responsiveness to their community - far more than Epic/Unreal's actual day-to-day engagement - if someone were looking to make a 3D game, Unity would be my first recommendation.

For 2D, I'll still push C2 over Unity2D any day. With Scirra's very supportive, mostly friendly and knowledgeable community it's a total no-brainer, not to mention the awesome and personal support their team provides.
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Post » Wed Apr 02, 2014 1:03 pm

digitalsoapbox wrote:This pricing isn't really accurate, as you can also sign up for Unity's subscription service, which now has no set time limit on how long you have to sign up for. So, you could create your entire project in Unity, for free, and only sign up for the subscription to push it out to platforms outside of OSX/Windows/Linux. I've easily saved thousands of dollars using their subscription service instead of buying each major release outright, as was required previously.


could you point out to where you heard/saw this!? if i go right now to the buy tab in the unity site, and choose the subscription, i get this:
"A subscription runs for a minimum of 12 months and is available via the Online Store."

if you choose the TERMS tab:
"The minimum commitment period for a subscription is 12 months. You cannot cancel your subscription before its expiry date."
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Post » Wed Apr 02, 2014 2:47 pm

@fremachuca I'd like to know as well. Now I'm curious as to if @digitalsoapbox did this before they must have updated their terms. Now we know it's not an option, at least!
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