jeez you sound like fun
jeez you sound like fun
Tagline: “Vision. Airy.”
very pleased to see Sharn at #1. Eberron is by far my favorite D&D setting and imo still criminally underlooked
it’s actually my favorite engine for game jams too. you get a great input system out of the box, a really fast build and compile time when you stick to blueprints only (which is more than fine for a jam), and great lighting for practically free when turning on lumen, if you care for that.
I immediately turned off the minimap when first starting playing HL, to kind of force myself to learn the layout of the school, and it really paid off. I wanted to take my time with that game so it was a great feeling to find all the different ways to get somewhere. They really did justice to it
how have i been using ios for 6 years and never knew this
I gave it a whirl two days ago and wasn’t too impressed. I tweaked the settings somewhat but couldn’t get the power draw to come under 21w, which is quite a lot, and still had a pretty muddy result on screen.
Am I doing something wrong? D:OS2 ran impressively well with low power draw, so I was hoping for something similar here
False. This 200k number assumes you would stay on Unity Personal, which breaks EULA anyway since you’re required to buy Unity Pro once you have more than 200k in revenue and funding.
The real cost for 1M installs, under Unity Pro, would be 62k$, to which you’re adding 2k annually for every seat of Pro you need, that’s it. Again, this assumes you’re making upwards of 2M$ annually. As soon as your game falls back under that, there’s no runtime fees anymore.
Compare with Unreal, where as soon as your game made 1M$ revenue over its lifetime, you’re on the hook for the 5% revshare perpetually. Over time, there’s loads of situations where that will stay more expensive.