Game
Pocket Fighter EX

2 years ago

I am now an Unreal Engine developer. Even if Unity Engine walks every word back how could anyone trust them again? Do we continue on where at any moment they can retroactively change the rules? I will not live under that fear. I'm done with them. Deets


This means throwing YEARS of work away, that I was building up to complete Pocket Fighter EX's netcode and fully start Retro Mansion Game in 2024. I am in intense pain over losing so much work and starting from the ground floor again, but there is literally no other choice.

There can simply be NO TRUST after such a disgusting attempt at overreach to retroactively tax you for every install on every game you've ever made: past, present, and future. And all that potential spyware baked in to track the games? My players DON'T need that.

I love the Unity Engine, so this is no easy thing for me to do... And I will absolutely be set back for years because of this. But there is literally no other choice. Unity's management has stolen years of my life away. Fuck them, forever.

I never expected to be here in a million years, but there's nothing left to do except start climbing up the mountain again from the base.

So that brings me to Unreal. Why Unreal? Well to start I've been using it lightly during my continued work with Mishura Games on Immortal and the Death that Follows, and put simply it is the only step UP from Unity. The other alternatives have feature gaps that I don't think will fit what I want to do.

And sure, I am now going to be building eggs in a different corporate basket. I guess you can't get away from that unless you want to program your own engines again (did that, not fun). However, Unreal seems to have something different that protects against this situation...

Unreal's license appears to be perpetual. That means if you like the terms you got right now you can REFUSE to accept updated licenses, keep working in that version of the editor, and release your games under those terms. Unreal can't haunt you like Unity is.

So that's that, I guess. Might take a bit to get settled, but I'll post my Unreal journey the same as I had for Unity. See ya soon



19 comments

Loading...

Next up

The item animations stay in sync always, no matter where, when, or how many spawn.

(60fps version in replies.)

#gamedev #UnrealEngine5 #UnrealEngine #pixelart

Yesterday was Chun-li's birthday! So here's some animations I've been working on for when it's Chun's turn to get added to Pocket Fighter EX. (plus a bonus SF6 sprite!)

You can mark Macro nodes as *Development Only* but they STILL GET CALLED IN SHIPPING?!

#UnrealEngine #UnrealEngine5 (I'm using 5.5.4)

Happy Video Game Day!

July 8 is Video Game Day, a holiday that's obviously close to our hearts at Game Jolt.

Celebrate by completing our quests! They won't be around long, so get the rewards while you can.

"Hey Marc, how's rollback netcode coming for Pocket Fighter EX?" ............. At least it's holding 60fps?...

@ryon is a Jolter to Watch, game dev, programmer, and artist who worked on Five Nights at Friedrich's! Follow @ryon before the quest ends on July 15 and you'll get Coins!

BIG ANNIVERSARY UPDATE!!

It's been a very difficult year. The paralysis, which I am still recovering from, and the medical bankruptcy that followed. In spite of that progress was made, maybe not as much as I'd like, but look!

If Time is paused for any Actor that uses my #UnrealEngine5 Time Control system, all of their SFX also automatically pause.

I can put Actors into Time Groups. In this example the Parent Time Source for "Gameplay" is paused, so 'everything' pauses.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

The wavy background effect can do both directions, even at the same time. (FPS is low because it's playing in Editor.)

#gamedev #UnrealEngine