Reacting to your (mean) comments
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- čas přidán 8. 07. 2024
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Timestamps:
00:00 You have opinions
00:45 Give up on Unity
03:45 Clickbait videos
06:15 Gamedev gurus
09:02 Ranking Cat Quest
10:05 More devlogs
12:05 Gamemaker Studio redemption
15:47 Linux master race
18:28 Make tools
19:56 Visual novel awakening
21:14 Daddy Brackeys
24:42 Steam page help
29:00 Rewired vs New Input System
30:14 Don't quit your job
34:53 Do we pay ourselves
36:32 Closing
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Came here for the bickering between Thomas and Marnix.
I was not disappointed.
They've got that Spy vs Spy aesthetic going, too hehe. Nuggets of hard-won wisdom in a funny "two old friends shoot the st*t" package :)
Are you calling me old :( -M
@@bitemegames LMAO That quarterlife dread! Be glad I purposely changed it from "old married couple" lol Listen to your friend tho, maybe get a part-time job, peace of mind is worth it
25:04 best one
So there's a lesson learned in everything and if there is something that i learned today, it's that in our beautifully crafted one-way parasocial relationship where i grasp for your attention and so i deeply regret not beeing meaner to you to be part of this video.
BiteMe Games: “We use Unity”
The comments: “…and I took that personally”
OMG for real next time tier list the comments. Holy shit that would be so freaking funny!
I really hope you guys do make it.
Obviously i have taken a different ans slower route for building the studio up, but to me deflecting elements of risk was more important than speed to finish line.
1. It would be very interesting to me to deepdive further into finance breakdown
2. I hope you look into ways to revive your sales a bit. You can definitely get something cyclical going i think. Especially once you have another title to bundle with
People telling you to switch from Unity are literally people who are not on a time schedule, pretty much. Mostly hobby devs who may never finish a game, or just people who aren't doing it as their actual job and just doing it for fun. Anyone who is deep into a Unity project or who has spent years learning Unity, it's just not as easy as installing Godot and developing in it.
my Tipp to the whole engine discussion, remember the proverb: "a bad workman blames his tools" and simply choose a tool and build your game. Since the goal is a game, not to achieve the best tool selection.
💯 on tooling. I was importing and modifying animations by hand and it was just repeating myself over and over. I took 2 days to write and test a script and in the end, it now takes 30 minutes to do what took almost a week before.
I never meant to be insult or offensive. I'm just not an English native and sometimes it's hard to convey the deep meanings. I'm a logical creature, so most of the time my words could be a bit blunt.
no offense taken
-T
I actually like the Thumbnails. They are clean, and they stand out from the 'reaction face' bait videos that are everywhere.
PS. All great devs have an aroma of smelly do do. That is the scent of passion.
I love the short segment about undertale. That really cracked me up, pure comedy gold! Best interaction between you both in these videos ever!
Regarding Linux as platform, we actually are supporting it to have a native build for the SteamDeck. While not necessary, this kept our build pipeline open to incorperate any target platform, as something is always more valid for 2+ than for one. We aim for consoles without having DevKits yet, so this is a topic for us.
Regardin 4:45 you are totally right and I can't say how much I admire you guys for that. You are able to (partially) fund your expenses with a CZcams channel while your team focus on building the actual game. This is an excellent business model and as soon as you grow you will be able to fund complete projects with CZcams revenue. Don't ever feel bad for been courageous and acting upon this excellent strategy. Your content is excellent and sooner than you think, you will start making profitable games as well. Keep it up and don't let this grab your foot.
playing games through Proton/Wine is very often much better than having dedicated Linux versions. It mostly runs with native performance and Wine handles stuff like x11/wayland support, file manager support, whatever. But I, as a Linux user, understand why people would want more dedicated Linux versions.
im not even a game dev but i love your guys' channel, it's a hidden gem on youtube. best of luck with your game dev journey :)
Im using Godot purely in C# just fine. No need to use Godot Script anywhere. Its still helpful to learn the basics of it, in case you want to drop a simple script solution or convert it to C#. But I have not found a case that cant be realized in C#.
Most Assets can be brought into Godot with little effort, either directly or using Blender as converter.
Thanks a lot for the insights!
Great entertainment has been had.
I hope it all works out for you!
I've been trying to bake some texture maps in blender and the tutorials are not great. This is one task that I had to learn from scratch and took me around 1 week to learn from tutorials of 10 minutes... Imagine learning a new engine, it'll take years. Don't switch if you don't have the time, the risk is the same.
It doesn't take years to learn a new engine. It takes a couple months. I have no experience in coding at all or game dev and I picked up Godot very fast. Once you know one language you basically know them all. Game engines are very similar in the sense of functionality. You just have to learn the basics and your up and running. If it takes years to learn an engine you need to be doing something else 😂
@@DeavtheDev oh, let's do an example, do you know what is a blueprint interface in unreal engine? what tutorial would you recommend to learn how to use blueprint interfaces in unreal engine?
@@DeavtheDev Please don't take offense, but if you are new, you don't yet know what you don't know. It may seem like you've "learned the engine" in a couple months, but that is frankly impossible. It's not only the language, or making some basic character controller, or environment scenes, it's the entire process of making, releasing, and maintaining a game, incl fixes, improvements, updating to new platform versions, etc.
Someone with the POV of a deep understanding of an engine, its strengths & weaknesses, and best approaches for their style of game, team-size, etc cannot get to that same level of knowledge in a new engine in only 6-8 weeks. Even at max efficiency, that's not enough time to go through a few games, a few update cycles - those are essential for a robust understanding.
@@mandisaw there's several videos on here you can find and dozens of posts that you can find of people learning Godot and other engines within a few months - a year. There's hundreds if not thousands of people who know engines in and out and have never completed nor released a game that doesn't mean they haven't mastered the engine in any way shape or form. Mastering the engine comes down to knowing it's functionality, how to work it, how to navigate the engine. I know a few people who can do everything inside a game engine and haven't released a game to the public.
@@mandisaw especially if you already have experience as a game Dev such as the fellas running this channel. They know how to code and know unity very well, look up videos of unity or unreal devs transitioning to Godot and picking it up flawlessly within Months. I don't disagree with everything you said, just mainly the opinion of it taking years to learn a new engine because information like that scares off people. When in reality that's not true for a huge percentage of people, sure you have the small percentage of people who it may take that long for but I'd say that's the odd balls not the majority!
Marnix, for me, has to be one of the most entertaining CZcamsrs in game dev right now
“Pitiful ten thousand dollars of revenue”
*looks at my own Steam sales*
😢
Really appreciate the open-ness and honesty in these videos.
I got my steam page up for my game some time ago and did a video (a very poor one - but we have to start somewhere!). It's actually done ok getting quite a few wish lists before I've done any type of marketing. Unfortunately and maybe more down to my poor editing skills my video got hardly any views. I'm just about to do another video on the game's progress (and rename) do you have any advice on the best format for doing a devlog video, keep it short and to a single point? / overviews lots of different mechanics / concentrate on code or visuals etc?
Wishing you all the luck with your next game.
Short and impactful, go for 4-7min tops ideally, especially if video editing isn't your strong suit yet. Editing a 20min video with all the popups and effects a devlog needs is very, very tiring. -M
I like how y'all reply to comments. Makes y'all more human. Like it.
Getting an artist to give some feedback on guild architect might be worth it. Just on first site the lighting, albedos and colors could with some small tweaks make the game more attractive.
Things are going to work out for you guys. Great video!
guys, yes do another game engine tier list, so far on youtube I love your tier list videos, and please do as normally and get the in between pick, I like that more than just put them from left to right. if you feel is not A tier but better than B tier, just keep putting them in the middle. it is kind of like B+ tier.
I would like another engine tier list 👍🏼
The power of Visual Novels is that you can start up ren'py and have one made in a day, just like that. It's on the same level as RPGmaker games. You can talk down to them but they'll release 100 games in the time it takes you to release 1.
Also, "highly realistic 3D" refers usually to DAZ, it's yet another way to churn out cheap games.
I agree with what people say about the thumbnails. Right now they are stock images with some text.
I don't think you should go clickbait, but I'd love it if you replaced the stock images with something on topic, even if you have to throw it together in paint.
As of now, every time I see you in my feed, my glance basically skips your content, which sucks since I have to go out of my way to your channel to find them.
I don't know what to fix, or change, but something does need to be done about it if you want to reach a wider audience
I don't ever comment, but this time I had to make an exception, man, you two are such kings, this video is pure gold. People can say what they want but all the advice you are giving feels real and logical, it really makes you understand some concepts that you hadn't previously thought about, for example marketing, I haven't ever thought about it and seeing you talk about it and giving the numbers on revenue is very nice and I feel like I always learn something new from it. Thank you for having this channels and sharing your experience with us, I know you guys will make it one day for sure. I'm just a random student making random projects on my own and always feel like everything I make is trash, but you guys give me hope and inspire me. Tbh can't believe people can't take a joke and bullied Thomas out of videos, you guys are really great imo and always make me smile and laugh with you. Also can't believe that people leave mean comments that don't make sense lots of the time just to take out their frustration. Enough yapping from me, thank you once again guys for just being part of my own journey, just stay positive, I believe in you all.❤
Swiss is also expensive. I earned 250 Bugs on my first game❤. 😢I bought me a second steamwork run. Game 2 on the way for my Hobby.😂
I think that is not bad with a game that costs just 5 Euro (and is sometimes on sale 50% off). I think .... a land Goo's crazy ... looks not bad.
Good luck for your handbag game ......... I'm afraid of the granny. lol
@@paluxyl.8682 glad to hear my friend. granny is on Playtest now.
I have a question. Why didn't you name your studio ByteMe Games?
Well, I can't smell you through the screen so no comment, but I will say I wish my codebase was as clean as that shirt. you can always spot us programmers. we'll be the one wearing the dark clothes XD
I can smell you through my screen Jason, my beatiful buttercup
Thanks for talking to us. Keep up the good work. I'd be interested in hearing what y'all have to say after spending some time using Godot.
And I bet you smell great, M.
Keep it up, interesting and funny video
😂Well, I for one enjoy your content and tend to listen as I code my own crazy. Keep the awesome coming & don't mind the haters; it's easy to criticize, but I doubt most of them are actually doing anything themselves.
Love you guys!!
I like the videos probably much more than the game your are making. I'd buy the game because I like the videos to continue. The same for Jonas Tyroller's channel. BTW don't forget that if your game is made in Godot, that can be another selling point. I think quite a few people like to support software made with open source tools.
I'm sure no common gamer cares or knows about Godot ....... most of the people havn't even heard of Unity or Unreal.
I would only support a game that was made with Godot if it would looks similar like Stellar Blade.
It's not really video related. But Until then is such an underrated game. Play it if you ever get the chance and it will change ur mind about visual novels (although I find a lot of vn suck)
Apologies im part the reason your views are less. Been very busy trying to plan and start developing my own game so havent watched many game dev videos the last few months only just started listening to podcasts again and watching the odd video. I recorded my first dev log last week but im gunna have to do it again cause my god it was boring haha. Doesnt help im doing my first video on an intro, planning and project management. Might wait untill i have more game visuals i can add in before releasing the video, also thinking im gunna hold off till im close to being able to do the second video before actually posting. Ill probs also be hitting you up for that experience further though the project via patrion if your still doing it. As for unity im still using it for this game im not gunna be earning enough to worry about the costs atm but im defently planning to learn more engines. Ive used unreal but the documentation is terrible.
I haven't found a channel of indie devs like this that feel so honest and raw and just friendly with their comments and opinions. Blatant trolls just hating some guys working hard, keep it up you're such a great source of opinion and, for me, a real inspiration on my own projects.
I went to Rami Ismail twice for consulting, and I now go to Marnix for consulting. I prefer Marnix. Rami Ismail has more experience, but he gave me some really bad advice. He's a nice guy though, I hold no grudge against him.
32:38 Express way to cancer and diabetes..
Im no expert on that but even coffein tablets would be healthier than that.
But have you guys played Disco Elysium? It's basically a Visual novel. Developed by an indie team. And it's a masterpiece.
*sweats bullets*
Guys, just move to Unreal if at all possible. Really. It's great. It's powerful. Forget this "you are beholden to some possible screw up by the license" bull.
I don't think you need the apple's developer license to publish on steam.
You don't need it for Steam itself, you need it to be able to actually execute the application on MacOS. If it's not signed with a developer license, you can only run it by inviting individual users through TestFlight. -M
@@bitemegames Not sure what you mean here.
I have a Mac build of my game and it seems that users can launch it just fine through Steam.
When it comes to executing the application manually outside of Steam, then it can be done by right-click -> Open -> Open Anyway.
Unless I'm missing something?
Cat Quest 2 is awesome game!
Only IP I am hyped for right now.
Is the audio off/lagging or is my PC, just too old? 🤔
It's off, my bad -M
@@bitemegames ah okay, thanks for the feedback. its okay for this type of video, I just wondering since some videos lag. 😅 bit this time it wasnt me 👍
Oh and as to why the views are declining, my guess is that you've been making more "pro developer" oriented content lately. Now, I actually really enjoy & appreciate that - it's a big part of why I subbed! But unfortunately the beginners & wanna-bes are a much larger audience. I suspect the algorithm is steering your vids towards folks who watch "hard numbers" and concrete advice stuff, and away from folks watching "Wood vs Plastic! How to start your Olympic pole vaulting career..."
Haven't watched video yet but the title takes me back to 2010s - 2015s youtube. It has been a while since i last watched video with this concept. (I wonder if watching this video makes me feel nostalgic ^^ ).
I never thought about it like that, but I have been watching CZcams since I was 7 (in 2007), so I may have been influenced by it. Some channels still make this style of content, but very limited (my guess is because it only appeals to people who already know the channel, not new viewers).
Back then people didn't care about "the algorithm" as much. -M
Watched the video last night before going to bed. Highly enjoyed it because of the chemistry between you two (and respect for your insights and way you tackle content creation).
On the last subject of gamedev as a hobby or full time i have to say this and hopefully it will stick with some people : DO NOT make games for a hobby and PLAN for YEARS(depending on your ego strength) of runaway to understand what the hell you're doing, because i can assure you viewers and wannabe gamedev you're gonna fail so miserably it's not gonna be funny, most of gamedev think it's this amazing romanticized idea of making a game and money with it, but it's not, it's a business and you're selling a product and as solodevs it's gonna be a bad game.
Dont listen to this guy, making games is a great hobby. I do it in my free time and I love it, without any illusions, I just like it, like others watch a movie.
You say your biggest income is game sales and then post a graph to back it up. ....But the graph specifically shows your primary income is *not* game sales, huh?
One wears hoodie, the other wears undershirt.😅
My real undershirts are sleeveless, excuse you -M
i feel like you always have the whitest shirt in every video
Laundry tutorial LOL
Ok bad take here, if you combine the patreon and adsense revenues you guys are currently a commercial youtube channel that makes and sells games on the side. If you consider you would not have any patreon supports if not fir the CZcams channel
FFS, people who know less than you judging you based on how much they THINK you know.
People are binary. They either think you're the best or the worst. No in-between.
That's why showing ANY vulnerability is dangerous.
I'm glad you guys have a team to mitigate doubts from the uninformed criticism of your inferiors (at least, with regard to Game Dev).
I'm a pro tennis player, and the amount of negative comments by people I would THRASH... I mean, really. And if they see you face to face, they have nothing to say.
Im happy mom and dad made a comment react video very original yes yes
I don’t get how comments asking "how/why are you still using Unity?" are "mean".
Probably more the 'broken record' aspect. Game engine advocacy is nearly as tiresome as console advocacy (imo).
Unity is S tier for my studio lol Same reason as you basically.
I feel like people are a tad bit deluded on the amount of work it actually takes to develop a full game(not even speaking of success), with the element of luck on top of it. You don't simply create a new subgenre à la vampire survivor over a week end, although any decent dev could recreate the game in that little of a time frame.
Pretty sure big game engines like unity and unreal are causing this delusion, especially unreal since it releases new tech demos every other year and just blows the minds of everyone. *But* no matter how efficient and powerful the tools are, you still have to know what the fuck you are doing with them and that, takes years of learning no matter what. (until AI really takes the wheel and people can just prompt a few one-liner instructions to pump out thousands of lines of code and assets fully optimised and running on every platform...but at this point, are you really developing anything?)
On the other hand, some level of delusion really is necessary to even get started in such humongous projects, but that ain't it. Especially if, nowadays it's mostly about which engine to choose but I remember, people spend most of their time asking around which language they should learn or what software to use to draw their art/do their 3d models, and years later they didn't progress one bit. (and yes, most people forget sound design) Procrastination isn't something you can become an expert at, no matter the amount of time you waste on it.
And it doesn't help that most of the content online, these days, is more about that stalling around with tier lists and top5s instead of truly speaking of what it takes to make a game. People get used to this, and rarely dive deeper than surface level entertainment.
It is mildly infuriating to watch. Sorry for the meaningless wall of text. Needed to vent a little.
23:30 Cracking me up. lmao
0:43 you guys said that? You insulted your audience? Why? I have not been here in months but that is sad to hear. It seems common in gamedev that the youtubers always think highly of themselves and lowly of their viewers. I wish it was not this way.
Would you consider starting to learn another engine, while you are still using Unity, just for future-proofing ?
it wouldnt really make sense for them to do that until godot is firmly ahead of unity in its capabilities which will take another couple years at least
Future Proofing is not as simple as it seems as the purely correct thing to do. And that is not limited to the choice of engine, but also decisions within the project itself. Should you make everything a big and flexible structure to be able to implement every possible change or is it better to build the minimum possible system and do the change when it is required? Should you optimize systems when there is no problem yet to prevent problems or is it a waste of time until you know if the problem is happening? And if the answer is yes to anything, how far should you go?
Is it enough to learn Unreal or would be be better to learn both Unreal and Godot? What if Godot never becomes top tier for the project you do not know about yet? What if Epic Games gets forced to implement 24:7 surveillance by Tencent? I hope Tim Sweeney does his cardio because in the worst case we are one heavy heart attack away from that.
For every insurance, there's also opportunity costs, things that could be done instead.
@@sealsharp well said. Everyone wants to futureproof but fail to consider if the trade-offs are even worth it.
I spent an afternoon converting a simple Godot 3 game to Godot 4 - the migration documentation helped but wasn't complete. I suspect a lot will change in Godot again before it has feature parity with Unity as it stands today, so learning Godot today with a view to future use may not be such an efficient use of time.
In any case I look forward to Godot improving...
@@crtglowgames nice insight, i don't use Godot so I am not familiar with their versions. In any case, it's not like I'm making enough profit on Unity for the new runtime fees to affect me. Also just sticking with 2022 LTS since the runtime fees dont apply for that year. When Godot improves over the years and catches up to Unity, I'll definitely spend 2-3 months to learn the engine.
I love the videos. Ignore the bad comments. Maybe this is just the process your team needs to go through to be successful.
if u think that 18+ games do bring in the big bucks reliably
and ur company is destined to go bankrupt by the end of the year
what are u waiting for 😂
its not immoral to build erotic games, especially not if u r in dire situation
But I can't draw/model the big boobs :( -M
@@bitemegames i guess for better or worse ull have to do yaoi then 😥
@@sooooooooDarkworse for them, better for us! 😂
@@bitemegames You don't need to draw, just buy or get some free nice 3d characters and make an action adventure. It's not that hard to make a game with nude girls that are killing hordes of zombies.
Unreal S Tier obviously 😎
(incoming angry replies)
just random comment for you guys: I think your next game shall be much better in sales than previous one(the factory one), so, good luck! ;)
People posting 'how can you still use Unity' outside of the obvious larp don't realize that even if it's true and Unity is dying and will stop being updated/made in few years, as of today it's a great engine, in many areas much better than the competition. There is no inherent value in switching tech to a worse engine today just because it may be better than Unity in 5-10 years - if that's the case, make the switch 5-10 years from now.
Unreal is better now tho
@@ceri1341 Unreal still has insane issues especially performance wise.
@@ceri1341 That doesn't mean it's a better choice.
It's been around a lot longer, and had more resources put into it.
Unity is still a great choice for indie developers.
It's got everything you need to make any type of game - 2d, 3d, vr, multiplayer.
Unreal is fine, if you want to make a AAA game, and have the necessary resources, including art assets, music assets, experienced developers.
Most indies don't have the resources to leverage the full power of Unreal.
Many people and companies might have projects already started and no resources to switch an engine, too.
@@xxkillbotxx7553 you can run fortnite on an 8 year old cellphone brother
Any performance issues you're talking about are skill issues
3 months investment of time to save 3 months of production time every year??? Sounds like a no brainer to me…
That's now how that works.
@@smokelingers9857 you don’t suppose I might have said this from experience do you?
@@scotmcpherson I assumed you're talking about the switch from Unity to Godot. If that's the case, what you've said makes no sense whatsoever.
@@smokelingers9857 then you have no clue. I am sorry.
@@scotmcpherson Why would it save you time every year? If you could answer that, then I'll gladly say I was wrong.
Unity is a tool for indie game devs. It's designed for a person to make a game. Unreal is a tool for companies that have 100 people. It's so hard to learn everything there is to learn, and by the time you do it's all been changed. Unreal is good, its my engine of choice, but if you want to publish quickly.. unity is the way to go.
It always depends on the type of game you make, it would be interesting to see if it's really easier and quicker to make exactly the the same game with both engines.
The test could be: 2 similar people who has never done a single game before (or even can't program), both get the same 3d assets, same animations, both get the same instructions how the levels need to look like ... both got no time limit, but the fastest with the better working game is the winner.
The goal could be : make a 3rd person zombie shooter with climbing ladders, some jumping elements, with doors that needs keys to be open.
@@paluxyl.8682 that might make a fun video. It would show the strengths and weaknesses of both engines I think, plus it's always fun to guess who will win. To really show the weakness and strengths of both engines though, I think both games need sound effects, basic menus, and be able to package or build the game for PC.
@@jameshughes3014 Agree, both needs the same audio stuff too .... and not to forget both get the same desktop computer with a good internet connetion.
I have seen many Unreal videos and I would say the Unreal person would win, because most of the movement animations are already done in the basic "Third Person" template. Not sure if Unity got something similar.
As far as your choice of engine goes, I think it makes sense for you guys to use Unity. You have the experience there and I don't care what engine anyone chooses, as long as they are OK with the consequences and the licensing. Godot is great for the licensing side, but it does have drawbacks. However, I am still using it, because for me the freedom and price outweigh the drawbacks.
And I am a Linux dev, and I still agree with you on not worrying about a native Linux build. I would still recommend you have at least a spare test machine, or even better a Steam Deck to test with, but as long as you are running under Proton and you keep to the things Valve recommends for Steam Deck compatibility, I think you should be fine. But I do think that every indie game dev at this point, should have a simple Linux setup to test under Proton. And the testing doesn't need to be a full test suite either, just spot checking, testing performance, and making sure there are no issues with sound, launchers, or starting a game session should be fine. Windows is still obviously the main OS for PC games, but Linux is rising above MacOS as far as the Steam hardware survey is concerned, it is currently around 2%. That still isn't much, but it is bigger than the 1.3% of Mac. But everything is dependent on other factors, right? Windows is the main OS for most Steam users and there are many big budget games that people want to play that will require them to have Windows. But the number of Steam Decks is not insignificant anymore, and the Deck is really good for indies, not necessarily the AAA games being released now, especially any with large multiplayer player bases and dependence on things such as anti-cheat. Most indie devs aren't doing that kind of thing anyway, so indies feel right at home on the Deck, which means Linux in the large majority of cases. But it also depends on the amount of controller support a game has. If it is primarily mouse and keyboard and made to be an RTS, that won't be as popular on the Deck. But if it is a platformer, RPG, or just about anything anymore that works really well on controller, it can still be popular on the Deck. So in the case of Linux support and at bare minimum, Linux testing, I think it will vary based on the kind of game and the audience, but testing under Proton isn't the worst thing. At least for basic functionality. And if you can pay attention to ProtonDB and help improve the issues the community sees, that's even better.
Since you are in Belgium you could make a scummy move of working on this game while receiving government unemployment benefits 😆 I know in the end you pay it back but it might give some extra time start 2025 when guild architect is wrapping up.
I looked into this when I first went fulltime, but it actually wasn't really possible due to my bachelor's in IT. I'd be contacted to work for Telenet support desk the next day basically and if I refused they would cut the unemployment benefits. There are some other ways you can get money when quitting a job to go fulltime, but because I earned too much at my previous job, I also couldn't apply for this. William did get a Jobbonus+ at least. -M
@@bitemegames yeah totally makes sense and it's good that the system is like this and is more strict than what it was in the past. But you guys are doing great 👍
@@bitemegames Unless you're actually earning too much there's no such thing as "earning too much".
Ignore negative comments - such is the way of the world.
Constructive criticism is fine - just ignore anything else.
The whole Unity pricing issue is much ado about nothing.
If your game makes millions it's a non-issue anyway.
As I've said before - those people who advocate a switch to Unreal don't seem to realise that only big studios could afford the million dollar license fee, at one time.
Unity led the way with its pricing model - mostly free - and wasn't matched by Unreal, until Tencent invested in Epic.
What do you mean with : "only big studios could afford the million dollar license fee, at one time" .... 5% after the first earned million is not that much.
For over 99% of the indie game developers is the Unreal Engine for free, because they will never reach the 1Million mark ... even earning over $10k is for the most impossible.
Damn, you remainded me! I've almost unsubscribed because of this visual novel stuff. Why you're opening old wounds, noooo
Hilarious how many people these comments present their assumptions about the game industry as facts. I love it when you shut them down with real data from your real game.
Started with Unity. A few months later, I found Godot. Never looked back at bloated ass Unity again. I don't miss a single thing about that engine.
Godot is asscrap anyway. Saving months of your time by not working around buggy poorly designed libraries is worth its weight in gold. TLDR: Don't trust a project that can't even swap out a placeholder graphic for a proper icon.
Was this supposed to be funny? I laughed quite a bit.
Day 5 of asking for Melon-Pan tier list.
Sellout Studio's should be announcing their first steam game soon right? RIIIGHT??? @marnyx @thomas