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Warning All unity creators

40C72

Member
Nov 8, 2021
138
415
this is gonna make unity unviable for H-game/porn games

as small dev you would get insane costs from not just your supporters but also any pirate.
Read the last 10 or so messages and inform yourself before saying stuff like that. It's undeniably a shit change, but it probably won't have any effect on small developers in a niche field (porn devs)
 

gamenok

Member
Aug 4, 2019
102
112
If I understand this correctly.. once you reach the tresholds of $200k/$1mil revenue and 200k/1mil installs, they would go back to 0 and count the rates until the minimum rates of Pro($0.02) and Enterprise($0.01)? In that case, it's quite a lot more than 1%..
 

Droid Productions

[Love of Magic & Morningstar]
Donor
Game Developer
Dec 30, 2017
7,182
18,403
this is gonna make unity unviable for H-game/porn games

as small dev you would get insane costs from not just your supporters but also any pirate.
Not really;

If you make more than 200k/year, you need a Pro license ($2k/year). That puts the installs at 1M, and the revenue cap at $1M. There's not a lot of devs here making that kind of money.

Now, having said that, this is still an absolute shitshow, and they deserve the flaming they're getting. Just retroactively changing their license to fuck existing customers is a huge nono, and opens them up to lawsuits.

Since they're insisting on California jurisdiction on this, good luck.
 
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Jac Rios (Studio 781)

Member
Game Developer
Aug 3, 2020
415
2,123
This was expected by the people at Unity, the a week prior to the announcement.
I didn't knew but also doesn't surprise me, this seem like a calculated risk, in the corporate eyes this is a good move with any result, for everyone else is a nightmare, they are practically sinking the company on purpose to make a profit on shares.

You are lucky I am from Venezuela and the minimum salary is 5$ and to get a passport is 350$ so imagine that is to be screwed on another level.

by the way I really like your work, you have a good art design and you know how to optimize the space on the screen and the fact that it is a reduced color palette gives it personality.
Mexico is shitty to live in but yeah, Venezuela is way worse, I have friends who scape from the country and told me about it. This also adds a layer of how much can affort someone who lives outside of the US, because money multiplies in the rest of america when we talk about dollars, in the same way, debt multiplies, some devs are making enough to eat and now they could be boycot to be on millonaire debts due to the money value exchange (And for those who don't live in the Latin-America, basic products vary depending on the country economy).

Also, thanks for the random positive comment~
 
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icevsfire

New Member
Feb 10, 2018
12
48
Hasn't it always been like that though? Granted, i haven't looked at Unity in maybe 5 years but the free license never included the ability to change the splash screen from the default Unity one.
Apparently it was under another tier on the old subscription they had, that was way cheaper and they basically took the tier away and forcing people too upgrade to a more expensive tier for it
20230912_224847.png
 

rhaxe

Newbie
Dec 13, 2017
25
35
Unity silently removed their Github repo to track license changes, then updated their license to remove the clause that lets you use the TOS from the version you shipped with, then insists games already shipped need to pay the new fees.
After their previous controversy with license changes, in 2019, after disagreements with Improbable, unity updated their Terms of Service, with the following statement:

When you obtain a version of Unity, and don’t upgrade your project, we think you should be able to stick to that version of the TOS.

As part of their "commitment to being an open platform", they made a Github repository, that tracks changes to the unity terms to "give developers full transparency about what changes are happening, and when"

Unity silently removed their Github repo to track license changes, then updated their license to remove the clause that lets you use the TOS from the version you shipped with, then insists games already shipped need to pay the new fees.
After their previous controversy with license changes, in 2019, after disagreements with Improbable, unity updated their Terms of Service, with the following statement:

When you obtain a version of Unity, and don’t upgrade your project, we think you should be able to stick to that version of the TOS.

As part of their "commitment to being an open platform", they made a Github repository, that tracks changes to the unity terms to "give developers full transparency about what changes are happening, and when"

1694656364875.png
 

ejmuerte

Well-Known Member
Sep 24, 2018
1,326
796
now im worried about japanese porn game developers who work on unity will suffer even more on this.
 
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Sep 1, 2023
90
49
I was planning to build my new VN in Unity ... I know I could use Ren'Py, but I am pretty familiar with Unity, and there are some mini-game that would be easier to code there.

Now the chances of my VN making $200,000 a year is slim. But 200,000 lifetime downloads is not out of the possibility, especially since every WebGL visit counts as an "install".

Right now the Terms of Service are unlikely to apply to me. But... if they change again in the future, or if by some miracle my game does become a success, then a site like Lewdzone would completely bankrupt me as every browser refresh would cost money (not to mention all the free downloads from here and itch).

I've never used Unreal before, but the game is super early in development. I might just be paranoid, but seriously debating if I should continue in Unity or switch and learn Unreal at this point...
 
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rhaxe

Newbie
Dec 13, 2017
25
35
I'm making my tilesets for my games, I bought the RPGmaker MV on sale and I plan to take advantage of it to test the scenarios before selling them, many of the games here, it doesn't matter if they are eroges, they have motivated me to be creative with what I do. If you want, I'll give you an example of some objects that I'm making later.
 
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Jac Rios (Studio 781)

Member
Game Developer
Aug 3, 2020
415
2,123
I was planning to build my new VN in Unity ... I know I could use Ren'Py, but I am pretty familiar with Unity, and there are some mini-game that would be easier to code there.

Now the chances of my VN making $200,000 a year is slim. But 200,000 lifetime downloads is not out of the possibility, especially since every WebGL visit counts as an "install".

Right now the Terms of Service are unlikely to apply to me. But... if they change again in the future, or if by some miracle my game does become a success, then a site like Lewdzone would completely bankrupt me as every browser refresh would cost money (not to mention all the free downloads from here and itch).

I've never used Unreal before, but the game is super early in development. I might just be paranoid, but seriously debating if I should continue in Unity or switch and learn Unreal at this point...
Unreal handles 2D very bad, if you are making a VN with mini-games not to demanding like puzzle and basic turnbase RPG, Ren'Py is fine, but if the mini-games are complex, you can use Godot, VN need some workarounds but mini-games will be easier to program.
 
Sep 1, 2023
90
49
Unreal handles 2D very bad, if you are making a VN with mini-games not to demanding like puzzle and basic turnbase RPG, Ren'Py is fine, but if the mini-games are complex, you can use Godot, VN need some workarounds but mini-games will be easier to program.
Thanks for your suggestion.
At least in Unity, my game is 3d. The mini-games are 3d Scene with animated models with UI on top. Some cut scenes are just the camera sweeping through 3d scenes as well. For the "2d" part I cheat and have several flat background panels with pictures that cycle through one another: creating a similar UI and feel to Ren'py to the player, but with added bonuses like particle effects, custom transitions, easy layering effects etc... (Not sure if this is the best way to fake a 2d feel in a 3d game, but it works for me and it looks decent imho)

Hence I was thinking Unreal to keep a similar 3d Scene setup.
 
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Jac Rios (Studio 781)

Member
Game Developer
Aug 3, 2020
415
2,123
Thanks for your suggestion.
At least in Unity, my game is 3d. The mini-games are 3d Scene with animated models with UI on top. Some cut scenes are just the camera sweeping through 3d scenes as well. For the "2d" part I cheat and have several flat background panels with pictures that cycle through one another: creating a similar UI and feel to Ren'py to the player, but with added bonuses like particle effects, custom transitions, easy layering effects etc... (Not sure if this is the best way to fake a 2d feel in a 3d game, but it works for me and it looks decent imho)

Hence I was thinking Unreal to keep a similar 3d Scene setup.
That is how all unity 2D games work, you just place a fix camera and then place 2D layers, very close if the scene is mostly flat, with some space between them if you want some deep in the scene.

In theory you can do the same with Unreal but you need way more workarounds to make it work. Godot would be good enough and if you have some Ren'Py programming experience, it would be easier for you because Godot uses Python.
 
Sep 1, 2023
90
49
That is how all unity 2D games work, you just place a fix camera and then place 2D layers, very close if the scene is mostly flat, with some space between them if you want some deep in the scene.

In theory you can do the same with Unreal but you need way more workarounds to make it work. Godot would be good enough and if you have some Ren'Py programming experience, it would be easier for you because Godot uses Python.
Interesting, I've never actually created 2d game in Unity. But that makes sense.
It surprises me to learn having a few 2d layers on top of each other is difficult to achieve in Unreal ... but hey, if that's not what the engine was made for, that's not what the engine was made for. Thanks for putting Godot on my radar, I'll give it a second look.
 
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Jac Rios (Studio 781)

Member
Game Developer
Aug 3, 2020
415
2,123
Interesting, I've never actually created 2d game in Unity. But that makes sense.
It surprises me to learn having a few 2d layers on top of each other is difficult to achieve in Unreal ... but hey, if that's not what the engine was made for, that's not what the engine was made for. Thanks for putting Godot on my radar, I'll give it a second look.
Is not so much about being impossible, but how much workaround you need to achieved something in an engine.
For example, if you want to make an RPG on Ren'Py, you can, but you need to program an RPG GUI, add RPG values, code to track those values and also randomize some of them, however, in RPG Maker all of this is already done and you just need to load existing elements into your game.

Is more about making things easier to you rather than possible, because you can program almost anything in any engine with enough time, but is better save time and effor.

But yeah, take a look, there is even new RPG engines that handle 3D, just look and mess around╦
 
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rhaxe

Newbie
Dec 13, 2017
25
35
from what i've heard Godot is relatively easy to learn it has its own language but it can also use C# so it shouldn't be a problem to adapt. i'm doing my own work for my rpg maker and later on i will probably visit godot too to learn how to make platformers in that system. 1694673273674.png 1694673421544.png

I still need to polish my character design and I'm redesigning the miniature at the moment.
 

zenshiny

Newbie
Dec 31, 2016
56
92
That is how all unity 2D games work, you just place a fix camera and then place 2D layers, very close if the scene is mostly flat, with some space between them if you want some deep in the scene.

In theory you can do the same with Unreal but you need way more workarounds to make it work. Godot would be good enough and if you have some Ren'Py programming experience, it would be easier for you because Godot uses Python.
To be precise, Godot's GDScript syntax takes some inspiration from Python, but it is not Python, and you won't find a python interpreter distributed with the engine.

There was a GitHub project attempting to create a python extension for the engine, but it was unstable in Godot 3, and I don't think it's made much progress in Godot 4.
 

Jac Rios (Studio 781)

Member
Game Developer
Aug 3, 2020
415
2,123
To be precise, Godot's GDScript syntax takes some inspiration from Python, but it is not Python, and you won't find a python interpreter distributed with the engine.

There was a GitHub project attempting to create a python extension for the engine, but it was unstable in Godot 3, and I don't think it's made much progress in Godot 4.
I was refering to the Python extension, I didn't knew that was discontinued, my bad. Still, I guess moving from Ren'Py to Godot is somewhat intuitive, in comparisson of moving from a totally different language.

I remember having issues moving from C++ to Ren'Phyton but now Godot seems quite understandable. I'm also checking out engines because my third project is kinda too much for Ren'Py, looking basic tutorials at the momment.
 

zenshiny

Newbie
Dec 31, 2016
56
92
I was refering to the Python extension, I didn't knew that was discontinued, my bad. Still, I guess moving from Ren'Py to Godot is somewhat intuitive, in comparisson of moving from a totally different language.

I remember having issues moving from C++ to Ren'Phyton but now Godot seems quite understandable. I'm also checking out engines because my third project is kinda too much for Ren'Py, looking basic tutorials at the momment.
I don't know if it was discontinued, but I wouldn't hold my breath for it. IIRC it was mostly one guy working on it, and I wouldn't be surprised if godot 4 changed so much that he basically had to start over.

But yeah, if you know some python and programming fundamentals, GDScript shouldn't look too unfamiliar.
 

danasavage

Member
Game Developer
Mar 9, 2020
147
273
I dropped some Godot VN asset/tool suggestions earlier in this thread in case it's useful to anyone!

Also, I've been working on a 2d VN/Sandbox hybrid in Godot (3.5) for a while now, having a lot of fun. In case you wanna take a quick peek at the current state of it, there's a on itch.