You guys have literally NO excuse to not start learning how to develop games, especially when this thing is completely FREE. You only pay 5% royalties to UE4 if you release anything.
>What are Unreal Engine 4's system requirements?
>For developing with UE4, we recommend a desktop PC with Windows 7 64-bit or a Mac with Mac OS X 10.9.2 or later, 8 GB RAM and a quad-core Intel or AMD processor, and a >DX11 compatible video card. UE4 will run on desktops and laptops below these recommendations, but performance may be limited.
>create website with paid login
>game won't work unless linked with site db connected to account.
People would basically have to pay to play the game even though the game would be technically free.
no you don't.
it doesn't take a genius to realise that a one-time payment of a few thousand monies is less than continued payments of what you earn. if you sell only some copies, it's okay. but if you do fucking well, then you're fucked.
Wow this is actually pretty impressive.
UE4 is shit though.
All it does is trick indie devs into thinking they can accomplish some gorgeous AAA game that will push the industry forward with revolutionary graphics when indie devs can barely even handle low poly shit.
No engine? No game.
5% is respectful as fuck when you look at Steam taking 30% of sales just for being on their platform. 30% of all your hard work in fat bitch gaben's pocket.
>still making 95% profit on a game that's doing well
Neat and just got a Wii U devkit a last week too! Gonna work making a Wii U compiler now for UE4. Get ready for Unreal Engine quality games on the Wii U guys. What kind of games would like to see?
it doesn't fucking matter what I earn. if I make a few hundret thousand from selling my game or movie or whatever, it's a lot less money to pay for the engine instead of royalties. are you people this stupid? there's a point where paying for the software once costs less than the royalties they'd get.
jesus christ, did none of you go to school?
You have no reason to believe me but I have no reason to lie it's up for you to decide but you have nothing to lose if you do.
>You guys have literally NO excuse to not start learning how to develop games
yeah, except the part where UE4 runs like shit and will continue to run like shit for the rest of the generation. When I want to market to high-end PC users only I'll use UE4
When the engine was subscription you could email them and pay outright for the game.
It's a gamble because they will know what your game is worth more than you will.
Also it's only 3000+ copies when they take 5%.
10 dollar game? Enjoy your 29990 dollars with no 5%.
Then enjoy your massive taxes that you have to pay anyways.
If anything, releasing it this way had to be done.
With professional dev teams hitting the shit, the market is shifting towards indies and indies normally will/can not buy a few thousand dollar license when most of them haven't made games before. To make such a large investment when there's strong risk that they can't even release a product is too large to them, so that's why they go to shit like Unity.
The market is saturated with Unity and UE knows it, so they're probably doing this to get more indie support while most likely raking in more dosh this way.
More like 65% ,if you want a successful game you need it on steam who takes a 30% cut
>completely ignoring what else I wrote
here's your reply
TRYING is one thing. yes, it's great that it's free to download and experiment with it. but if you don't understand anything about cost-effectiveness you shouldn't start a business anyway. stick to programming and designing but please, let others do your business.
well, finally the adults are here.
and that's literally all I can think of. There were probably some low-budget games that were neat that I can't remember at the moment. Was Kick beat on unreal?
The new Unreal game is fun. Won my first deathmatch
It's going to take more than that to kill Unity considering it,
Doesn't require royalties,
Easier to learn,
Faster to make games with (no compiling when you want to test new code)
Unity5 is being hyped to hell and back
Even if UE4 manages to take the crown the only thing that will happen is that more shitty games will be made in Unreal instead, and be forewarned a bad Unity game is just a bad game, but a bad Unreal game could destroy your PC.
Fellow Unitybro check this shit out!
> for example if gta 5 for the old consoles was made with unreal, they'd get 3.5 million in the first few weeks alone.
It's still only 5% of the WHOLE sales.
If they'd get 3.5 million, imagine how much you'd have to make for them to get that much.
protip 3.5million is still only 5% of the whole sum
>can't make models
>not a single original idea in me
>no motivation to learn any of these skills
I mean shit man I barely even have the energy to play games why the fuck would I make them?
>ABLOO, ABLOO 45%
Digital always grant you higher returns then phyiscal, even with the Steam's license cuts.
If you want to use the industry standard due to safety concerns and happen to know a bit of C++, go with UE4
If you want to be a college student who thinks #OccupyWallstreet actually did something and wants to use C#, use Unity
If you're a meme-loving fuck and you played Roblox enough to understand Lua, LOVE might be your way to go.
>can't even write a decent paragraph of a story
>making a full game
I will continue to be a dirt pig consumer, not a creator
yes it is, you dumb fuck.
how amusing it is that online stores get a share between 20 and 50% of the whole revenue in any game/application/music/etc while contributing with literally 0 and no one seems to care about it since it's only fair since they do their part and place the product on the "shelves"
but then unreal engine comes out and asks for 5% from something that would even exist if it wasn't for their engine and some people claim it's just too much
pathetic people with no knowledge about anything
also this: http://www.cryengine.com/community/viewtopic.php?f=355&t=86263
30% if indie or more than a million if major studio
No we did, you're just Jewish.
There are plenty of businesses out there that pay for licensed product, pay royalties, etc. and come out on top - knowing full well it could've probably been done cheaper from scratch.
However, time = money and creating an engine takes up plenty of it.
Would you rather have $9,500,000 now or $10,000,000 a year or two down the road? Nevermind, you're Jewish so I know your answer, so I'll just say most people - including businesses - are simply going to take the 95% up front and happily pay the "convenience fee".
But how am I supposed to make a game if I don't know how to code in any language? This thing isn't like photoshop where you just learn the tools right? I assume you have to make most of your tools.
You'll lose more money then if you'd just sell the game. Only a small fraction actually donates. They'd rather pay for Twitch Turbo and sub to their favorite streamer for a year than give some Indie dev that made a good game some of that money.
I always see people talking about Unreal/Unity, but are there any better 3D engines with decent documentation that anyone could get a hold of? Something that can handle fast-paced action respectably.
Let me put it this way, and I swear to GOD I'm not trolling and just faking or anything, but I hate programming. I had to take an HTML class in college for my degree. Shit bored the fuck out of me and just felt tedious. I'm way more of a writer/world builder. I can come up with good things to do in video games, like how a combat system should run or something, but I don't want to sit there and program that shit. I usually just write my ideas down on paper and then lose the paper after like a week.
You're free to distribute the game yourself with your own engine, or just licensing another one, Unity is not that costly to begin with. If you don't have $1,500 to spare on a game, you probably won't notice the cut anyway, since 0xwhatever is still 0
This is not how you getting your shit pushed in, without this you don't even have shit to begin with
Okay. I hope you realize that for significant enough sales, you'd end up paying MORE than you would if you had simply used an "actually free" engine like there are many.
Hang on, this is fucking awful
Not for small, but big developers
Surely they won't want to make AAA games with UE4 now at all? So if something like GTA 5 was made in UE4, instead of paying normal licensing costs they would have to pay 100 million. 100 fucking million
So which (good ones) are actually completely free in their whole package?
Unities "free" version has tons of limitations that you can't dismiss if you want to make something that looks actually good.
Buy a fucking sketchbook anon. Buy two, one with lines and one for pure skecthing. I'm only at stage 0.3 of my game dev but this is something I do know. Once you've filled enough pages worth of random ideas, drawings, concepts, diagrams whatever, you'll be motivated to bring some of those to fruition. Even if it takes learning programming, which is probably more fun once you get started with it.
Can you even name a successful game that doesn't use Steam and isn't Minecraft?
I guess. What kind of shit can that get me in the industry? It's the main reason I write stories/make settings for tabletop RPG campaigns for my friends to play through. I've got a head full of cool shit, but can only put it on paper instead of making it into a game.
Fuckin hammer, bro. I remember using that shit back in like 2000 maybe even earlier. I do know I mapped for Half Life before the editor was renamed to hammer. It had a generic as fuck name back then. I just hope whatever they do, they make an optimized engine above all else. UE4 is powerful but is a bloated pile of shit in regards to performance. Brings my i7 and GTX 780 system to it's knees for very little return. Also it primarily uses static lighting to look good. Static is bad. Dynamic is the future. So from the start UE4 is a backward thinking engine.
Of course he is, there's already a guy here claiming that you don't have to be 18yo to browse this site saying the same shitty argument
Successful? Probably not, but you have little chance for success to begin with, even with steam, unless you have a lot of popular youtubers as your best buddies or making some kind of bait, youtube/pseudohardcore/pony/furries/sjw/whatever
Does anybody want to band together to try to actually make something decent in a timely fashion?
I can make music and sound effects. It could be a learning experience to do more if somebody has a good idea.
>WE WANT THE UNITY AUDIENCE
It's over Unreal is fucked!
>in a timely fashion?
A good team can create a small, fun game in ~4-6 months. A team consisting of random dudes on the internet will probably take 3 times the amount of time because you'll always have to wait for the work of the other guy to continue your work. I doubt that people that actually show up will probably either do nothing after the initial phase of distributing the work or will be extremely slow because, you know, their work and life goes first. And that is if they don't just drop it after the initial meeting without telling the rest of the team.
Is it even possible to make single-threaded game on UE4?
Currently most Unity titles run like shit with one CPU core being pegged at 100% and rest not being used.
I wonder if it will be possible to fuck up so badly with UE4?
no one cares about your arena shooter, granpa
I'd like to see a Monster Hunter clone not plagued with arbitrarily unwieldy controls or forced notions of time x reward.
I don't mind killing a monster 3-5 times for given items, but when you have to farm the same monster 15+ times it's fucking bullshit.
Additionally you shouldn't have to STOP EVERYTHING YOU'RE DOING. EXPOSE YOURSELF TO INJURY to heal damage, unless it's some critical life threatening shit.
Ok got one more Q..
IF I use UE4 to render and take screenshots of assets, weapons, environments, characters, etc.
Then use those screenshots to make a lore book or comic and if this comic or book was to be sold.
I mean that should be possible and they wouldn't be able to tell how or what it was made with right?
If I had what it took to make a videogame, I'd have made a videogame already. It's not like paying the couple of hundred bucks for licencing the engine was the ultimate dealbreaker.
Though I apreciate that this will probably make some people play around with the engine and maybe get them into making games, and that in the very long run, some fun projects emerge out of this.
I have ideas, they are just shit.
Fedora Stacker, a jenga clone with fedoras, at the end of each level you tip your fedora, scoring based on how far you can tip without your fedora tower falling Waifu Wacker, wacky physics based youtube bait where you use a weed wacker to kill anime waifus that are growing in your back garden Educational game about fitting computer parts together. Win the game by booting the computer. Various random events cause you parts to fail and you need to troubleshoot to find what is wrong. Copyright game, puzzle game where you need to make and upload a video to youtube using various video and audio clips. Win by reaching a certain view count without getting hit by a copyright notice, different audio clips have higher chance of being flagged, but reward more views
That's something you'll have to ask a lawyer and not a random dude on the internet.
Yes, they'd probably not be able to tell that it's made with their engine. Is it legally safe? No. If you want to make money with something, always try to stay on the safe side. You don't want to go to jail over fraud.
New Unreal Tournament alpha was also released today. Looking good.
I'm said idea guy from >>285348103
I'd love to do something like this. Just as long as someone can code and whatnot. I have an idea for a heavily story driven tactical combat game. Less like Fire Emblem, and more like FF Tactics though. Sort of a call back to Tactics a tactics style game, although I never beat FF Tactics. I'll leave my email in the name field, just in case this ends up happening. I'm also a musician, so that helps too for sound I'm sure.
What do you mean? They even provide the source code. Unless you're saying they're going to change it soon, which is a fucking dick move.
The main reason I didn't want to use Unity anymore was when I found out some necessary features had to be paid for.
I have zero experience. Where do I start?
>completely FREE. You only pay 5%
>this kills unity
Unity still have ease of use and faster workflow. Also you can actually write scripts for it instead of babbys first visual "codign".
This is good for indies, and bad for actual devs.
5% off something like GTA 5 is a huge amount of money.
5% isn't too much, but it's also nothing really to brush aside.
They should have an option to straight up buy the engine with a one time price for bigger companies.
I look at this as an attempt to remain relevant down the line. Eventually this generation of professional devs will get out and indie devs will probably move up. The indie devs have been using Unity for some time, so when it comes time, they'll probably continue to use it.
While it isn't good for professional devs now, they'd probably lose more money in the long run if they don't start catering to the devs making their start now.
Just for the record. I'm a junior software engineer and I've got ideas, as well as the skill to program. Almost everyone who has slight interest in creating a game has ideas. Idea guys are the most useless part of the team.
If you are a musician, do you have a soundcloud or something similar to show of what you can do? I've seen so many guys claim they are x and y without anything to back it up. If you post something I may save your e-mail and come back to you when my game reaches the state where I replace placeholder music/sound effects with something genuine.
Looking good, but not playing good in my opinion.
I would like things a lot faster than they are now, but I doubt we'll get there based on how bloated movement feels currently. They'll improve it, I'm sure, but never to a level I'll properly enjoy.
If you actually want to go through with it, just ask on their forums or send an email. It doesn't cost you anything aside from a few seconds of your time and you'll stay safe.
This. This model is basically taking an agricultural financing path. Vidya is like agriculture, you only make money on a good harvest. Most farmers can't afford to buy tools and shit necessary at the beginning of the season, so instead the financiers use a credit system and the farmers pay after harvest is successful, and more than likely if a farmer doesn't have tools, the harvest will inevitably fail.
>More like 65% ,if you want a successful game you need it on steam who takes a 30% cut
regular retail takes 50%, which is why so many people choose steam over limited physical releases.