No I meant for developers. This would cut down on costs on their end and maybe bring budgets down-to-Earth.The extra... 20 bucks a month?
Is this something a complete noob like myself could grab and just tinker with?
I'm intrigued and I want to play!
Using the tutorial videos they give you, yes.Is this something a complete noob like myself could grab and just tinker with?
I'm intrigued and I want to play!
Can you use JavaScript in UE4?
I don't know any C.
.
I'm actually surprised to hear this coming from your mouth. I thought you smarter than that.
Are either of Unreal or Unity connected in any way to any of the VR projects? Are there any plans to do so?
Because setting up a simple level like an island or something, paying an artist to provide some decent textures, and then wandering around your own island in VR - that's something that would be totally awesome, and really easy with an engine like this if the VR APIs were linked in to the engine somehow.
I doubt it's there right now, but I'm sure it'll happen eventually.
Are either of Unreal or Unity connected in any way to any of the VR projects? Are there any plans to do so?
Because setting up a simple level like an island or something, paying an artist to provide some decent textures, and then wandering around your own island in VR - that's something that would be totally awesome, and really easy with an engine like this if the VR APIs were linked in to the engine somehow.
I doubt it's there right now, but I'm sure it'll happen eventually.
Are either of Unreal or Unity connected in any way to any of the VR projects? Are there any plans to do so?
Because setting up a simple level like an island or something, paying an artist to provide some decent textures, and then wandering around your own island in VR - that's something that would be totally awesome, and really easy with an engine like this if the VR APIs were linked in to the engine somehow.
I doubt it's there right now, but I'm sure it'll happen eventually.
Are either of Unreal or Unity connected in any way to any of the VR projects? Are there any plans to do so?
Because setting up a simple level like an island or something, paying an artist to provide some decent textures, and then wandering around your own island in VR - that's something that would be totally awesome, and really easy with an engine like this if the VR APIs were linked in to the engine somehow.
I doubt it's there right now, but I'm sure it'll happen eventually.
Anything releasing on consoles can't use this license, they need to go the normal licensing route and pay a flat six-figure fee or hook up with a publisher who will pay it for them.
Oh. Well then, that kinda sucks. Wonder why that doesn't apply to PC devs.Anything releasing on consoles can't use this license, they need to go the normal licensing route and pay a flat six-figure fee or hook up with a publisher who will pay it for them.
Mmm, that sounds better. Should open up the chance for a lot of mid-tier console exclusives again.Out-of-the-box Occulus support right now, but I'd expect them to support any other major VR standard in double-quick time.
False. PS4 & Xbone support complementary with your $0/month subscription (proof of being approved to develop for said console required).
Oh. Well then, that kinda sucks. Wonder why that doesn't apply to PC devs.
If anything this will just push even more of the interesting indie games to PC-only, as if the disparity between them and consoles wasn't bad enough.
Yeah and I also imagine licensing fees with the both of them would still deter certain developers who can't cover those costs.I guess my last post was wrong, you can actually use this license if you're an approved PS4/XB1 developer.
There's still an application process involved in that, but you can potentially get approved and acquire a loaner devkit for little to no money. If you can't get a loaner kit, it's at least a few thousand bucks there, and a couple thousand more for the final certification and ESRB/PEGI ratings required to actually release a game.
Oh well if that's all it was no big deal. The poster you quoted tho was kind of going into stereotype territory, almost like guys like Shemar Moore or Lance Reddick don't exist.I can't help it. I do agree that it looks like a template model that was dressed up to look like a character from the classic UT series. Kind of like the equivalent to a poser model.
It still looks a bit rough, but I guess I should expect that since the game is still early in development and a lot of the visual design still doesn't seem like it has been nailed down yet.
Yeah and I also imagine licensing fees with the both of them would still deter certain developers who can't cover those costs.
I have absolutely zero programming skills but this is the first program I can think of that's both free and very powerful for 3D rendering which could be a boon for film animators and reference models.
No I meant for developers. This would cut down on costs on their end and maybe bring budgets down-to-Earth.
Which won't happen because the publishers will likely use the freed-up cash to put into marketing or hiring more Hollywood actors for VA.
Absolutely. I might have reason to get genuinely hyped about this console gen again if the mid-tier flourishes thanks to this breakthrough.Still, the situation is a lot better than I initially thought. Several thousands dollars in the worst case scenario as opposed to a mandatory 6+ figure sum.
I think that leaves quite a bit of room for a medium-budget revival if gods and devs be willing.
I was under the impression UE4 was kind of costly, but still cheaper than building your own engine from scratch. Of course it's not that simple; it must still have costed a decent amount (not to mention the manpower and manufacturer tools that aren't easily accessible) otherwise SF5 would've had no issues getting developed sooner for example.Please tell me that you are joking - even if studio had 100 licenses that would be 2k USD savings per month. Might be enough for free soda for employees.
I've spent 15 years using C++, and 5 years professionally working on a C++ compiler (written in C++), and I still discover new things about it.If its taken you 15 years to learn C++ you are doing it all wrong lol.
Absolutely. I might have reason to get genuinely hyped about this console gen again if the mid-tier flourishes thanks to this breakthrough.
I was under the impression UE4 was kind of costly, but still cheaper than building your own engine from scratch. Of course it's not that simple; it must still have costed a decent amount (not to mention the manpower and manufacturer tools that aren't easily accessible) otherwise SF5 would've had no issues getting developed sooner for example.
No Vita support
This is gonna mean fewer indie Vita games.
I am sad.
This is the most logical reason. I thought as much from the moment people started wondering why it wasn't going to XBO; it's not like the RotTR situation but lots of people continue saying it's like so.SF5 had issues getting funded because Capcom's not in a super great place financially and development would still take a lot of person-hours to accomplish. It's more of a strategic thing and I don't think engine costs weighed in that heavily because Capcom is almost certainly using a full license.
If its taken you 15 years to learn C++ you are doing it all wrong lol.
looks sick
cant wait to play this bad boy
Is it wrong I want a mobile game like Swing Ninja?Depends on what you want to do, but generally it's fine for entry in anything. At this point, UE4 is flooded with video tutorials and ready made templates to just get something running immediately and can pick apart as you want.
This is great. I did the Project Spark tutorials, should I give this a download?
Five years get you a basic level of familiarity with the language, ergo the requirements for 5+ years of experience on most serious positions.If its taken you 15 years to learn C++ you are doing it all wrong lol.
Epic covering $30 worth of assets per subscriber from the store, as well as refunding everyone's $19 subscription fee for the last month?
This is so amazing for indies, and just in time for VR hitting the mainstream, too.
Wait, is that last part true? I can't find it anywhere...
In going free, well be issuing a pro-rated refund to current subscribers for their most recent months payment. And, everyone who has ever paid for a UE4 subscription will receive a $30 credit that can be spent in the Unreal Engine Marketplace.
Can you use JavaScript in UE4?
I don't know any C.
FFS... I just paid $20 to upgrade my engine on Saturday.
Epic said:If you have paid for a subscription on or after January 30th, you will receive a pro-rated refund for your latest month's payment after March 12th. You'll continue to receive all future updates for free.
And, because you were a paying subscriber, we're also giving you a gift of $30 that you can spend in the Marketplace now or save for a future use.
Did the same, lol.FFS... I just paid $20 to upgrade my engine on Saturday.