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Unreal Development Kit released to everyone

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Posts

  • NotASenatorNotASenator Registered User regular
    edited November 2009
    Echo wrote: »
    NotACrook wrote: »
    Let me add, 25% is a HUGE royalty. I see this really shining for indie teams to create free or low cost games to prove themselves and get into the development world so that they can get venture capital or experience for future endeavors, but this would not seem to me to be an effective means to monetize your game.

    Doesn't Steam take 40% or something?

    And that's still less than your average big-name publisher wants. That Tripwire article cites them being offered 15% (meaning the publisher takes 85%). Once they've made enough money to cover the publisher's costs, that is.

    25% sounds like a steal from what I know of the business.

    Yeah, I don't know the exact numbers, I've only heard rumors, but Steam is a completely different thing than UDK. This is a top of the line engine, but it's still just an engine, while Steam is a whole digital distribution + advertising + community + updates system.

    NotASenator on
  • RaslinRaslin Registered User regular
    edited November 2009
    LaCabra wrote: »
    unpurposed wrote: »
    If Velociraptor Job Simulator still needs a programmer, let me know. I'm definitely in for something.

    Yes. I have discussed it with Remington and we want to do this thing. So the current team is:
    • Me the awesome Source level designer and jack of most trades who'd never touched Unreal before last night but it should be fine, guys
    • Remington the awesome modeller, texture artist and animator of things that aren't ridiculously complicated
    • Jazzman the astoundingly good character animator

    Now we need a programmer who is not busy with seven kids. Let's do this thang.

    I could offer my services as a head theoretical modeler again, if needed. Its a pretty essential position.

    Raslin on
    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

    3ds friend code: 2981-6032-4118
  • RemingtonRemington Registered User regular
    edited November 2009
    We are not going to be making a mod here, we are going to be making a game. A game that we would like to possibly make money off of. We can't just let everyone and their sister throw a prop at us and then demand equal share. But, if anyone out there wants to put some real fucking time into learning this thing, making things work, and sticking with the project through all the shitty tough times that are sure to come, I think we would like some help. The second you start slacking and not showing consistent work or if your quality just isn't up to par (not that I'm a a fucking Van Gogh, but we need to be realistic at least) you're fired.

    I realize this may be an awful thing to hear, but our experiences with Shotgun Sunrise showed a trend of "Hey, I want to help I'm SUPER dedicated." "Hey wait, you mean this isn't all super fun tightening up the graphics on level 3?" and then suddenly I'm left with folders full of 70% finished work that is now all useless.

    That being said, I've also met three of the coolest dude's I've ever known working on SS and I want to work with more people like LaCabra, Jazzman and Slapdash (who we can only assume is dead God rest his soul).

    Remington on
  • RaslinRaslin Registered User regular
    edited November 2009
    So... no theoretical modeling?

    :(

    Raslin on
    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

    3ds friend code: 2981-6032-4118
  • RemingtonRemington Registered User regular
    edited November 2009
    Only if you're dedicated to it. You wont like how the position pays, though.

    Remington on
  • RaslinRaslin Registered User regular
    edited November 2009
    Well, I'm used to $0 an hour. If I'm dedicating myself to that, I need that to at least be tripled.

    Raslin on
    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

    3ds friend code: 2981-6032-4118
  • FiziksFiziks Registered User regular
    edited November 2009
    It's things like this that restores my faith in the video game industry. For every Bobby Kotick, there's a CliffyB.

    Fiziks on
    Cvcwu.jpg
  • AumniAumni Registered User regular
    edited November 2009
    LaCabra wrote: »
    unpurposed wrote: »
    If Velociraptor Job Simulator still needs a programmer, let me know. I'm definitely in for something.

    Yes. I have discussed it with Remington and we want to do this thing. So the current team is:
    • Me the awesome Source level designer and jack of most trades who'd never touched Unreal before last night but it should be fine, guys
    • Remington the awesome modeller, texture artist and animator of things that aren't ridiculously complicated
    • Jazzman the astoundingly good character animator

    Now we need a programmer who is not busy with seven kids. Let's do this thang.

    What's the deal with Velociraptor Job Simulator? Are we talkin' popcap game stuff?

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • AiranAiran Registered User regular
    edited November 2009
    I guess this is best suited for dual monitors? The content browser window doesn't minimize at all. And now I can't even find it after I closed it :<

    Airan on
    paDudSig.jpg
  • RemingtonRemington Registered User regular
    edited November 2009
    No it's more like Impromptu Games stuff

    Remington on
  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    Airan wrote: »
    I guess this is best suited for dual monitors? The content browser window doesn't minimize at all. And now I can't even find it after I closed it :<

    What's your resolution?

    LaCabra on
  • AiranAiran Registered User regular
    edited November 2009
    LaCabra wrote: »
    Airan wrote: »
    I guess this is best suited for dual monitors? The content browser window doesn't minimize at all. And now I can't even find it after I closed it :<

    What's your resolution?

    1280x1024

    Airan on
    paDudSig.jpg
  • AumniAumni Registered User regular
    edited November 2009
    Remington wrote: »
    No it's more like Impromptu Games stuff

    I see what you did there!


    Anyways, this new content browser is a-fucking-mazing. I'm really digging the full set of tools here.

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • peterdevorepeterdevore Registered User regular
    edited November 2009
    I was pretty miffed to find the UDK editor crashing on me when I started it. Turns out AMD dual core CPUs have a timer bug that needs fixing, as the Launch.log in UTGame\logs kindly told me. The link they give you to AMD's fix doesn't work however, this is the right address.

    peterdevore on
  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    I am able to just re-export and drag all my Shotgun Sunrise models into UE3. Scale isn't a problem because everything can be resized in UE3. Awesome.

    So seriously, who wants to be our programmer?

    LaCabra on
  • ZetxZetx 🐧 Registered User regular
    edited November 2009
    LaCabra wrote: »
    I am able to just re-export and drag all my Shotgun Sunrise models into UE3. Scale isn't a problem because everything can be resized in UE3. Awesome.

    So seriously, who wants to be our programmer?

    I'd be willing to take a look...............? o_O


    Not sure if I'm up for the task, tbh.

    Zetx on
  • AumniAumni Registered User regular
    edited November 2009
    http://udn.epicgames.com/Three/Lightmass.html

    Holy shit.

    Lightmass.

    Holy shit.

    They've added a shit ton of stuff to UE since UT3 :\

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • AiranAiran Registered User regular
    edited November 2009
    This is some seriously complex shit. I'm gonna go experiment and see if I can hack in some Street Fighter gameplay using the bundled assets :lol:

    Airan on
    paDudSig.jpg
  • AumniAumni Registered User regular
    edited November 2009
    Airan wrote: »
    This is some seriously complex shit. I'm gonna go experiment and see if I can hack in some Street Fighter gameplay using the bundled assets :lol:

    Just remember, when building a new level use additive.

    EDIT: HOLY SHIT YOU CAN TAG EVERYTHING IN THE CONTENT BROWSER

    me like.

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    Zetx wrote: »
    LaCabra wrote: »
    I am able to just re-export and drag all my Shotgun Sunrise models into UE3. Scale isn't a problem because everything can be resized in UE3. Awesome.

    So seriously, who wants to be our programmer?

    I'd be willing to take a look...............? o_O


    Not sure if I'm up for the task, tbh.

    Does this sound like you?
    Remington wrote: »
    We are not going to be making a mod here, we are going to be making a game. A game that we would like to possibly make money off of. We can't just let everyone and their sister throw a prop at us and then demand equal share. But, if anyone out there wants to put some real fucking time into learning this thing, making things work, and sticking with the project through all the shitty tough times that are sure to come, I think we would like some help. The second you start slacking and not showing consistent work or if your quality just isn't up to par (not that I'm a a fucking Van Gogh, but we need to be realistic at least) you're fired.

    I realize this may be an awful thing to hear, but our experiences with Shotgun Sunrise showed a trend of "Hey, I want to help I'm SUPER dedicated." "Hey wait, you mean this isn't all super fun tightening up the graphics on level 3?" and then suddenly I'm left with folders full of 70% finished work that is now all useless.

    That being said, I've also met three of the coolest dude's I've ever known working on SS and I want to work with more people like LaCabra, Jazzman and Slapdash (who we can only assume is dead God rest his soul).

    LaCabra on
  • AiranAiran Registered User regular
    edited November 2009
    Aumni wrote: »
    Airan wrote: »
    This is some seriously complex shit. I'm gonna go experiment and see if I can hack in some Street Fighter gameplay using the bundled assets :lol:

    Just remember, when building a new level use additive.

    EDIT: HOLY SHIT YOU CAN TAG EVERYTHING IN THE CONTENT BROWSER

    me like.

    Sadly, I'm not one for level building. I'm planning to try and mess around with UnrealScript tomorrow, apparently it's similar to Java which is a huge advantage since I'm pretty familiar with it :^:

    Airan on
    paDudSig.jpg
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    edited November 2009
    LaCabra wrote: »
    Zetx wrote: »
    LaCabra wrote: »
    I am able to just re-export and drag all my Shotgun Sunrise models into UE3. Scale isn't a problem because everything can be resized in UE3. Awesome.

    So seriously, who wants to be our programmer?

    I'd be willing to take a look...............? o_O


    Not sure if I'm up for the task, tbh.

    Does this sound like you?
    Remington wrote: »
    We are not going to be making a mod here, we are going to be making a game. A game that we would like to possibly make money off of. We can't just let everyone and their sister throw a prop at us and then demand equal share. But, if anyone out there wants to put some real fucking time into learning this thing, making things work, and sticking with the project through all the shitty tough times that are sure to come, I think we would like some help. The second you start slacking and not showing consistent work or if your quality just isn't up to par (not that I'm a a fucking Van Gogh, but we need to be realistic at least) you're fired.

    I realize this may be an awful thing to hear, but our experiences with Shotgun Sunrise showed a trend of "Hey, I want to help I'm SUPER dedicated." "Hey wait, you mean this isn't all super fun tightening up the graphics on level 3?" and then suddenly I'm left with folders full of 70% finished work that is now all useless.

    That being said, I've also met three of the coolest dude's I've ever known working on SS and I want to work with more people like LaCabra, Jazzman and Slapdash (who we can only assume is dead God rest his soul).

    Wait, what happened to Slapdash?

    Darmak on
    JtgVX0H.png
  • RaslinRaslin Registered User regular
    edited November 2009
    Darmak wrote: »
    LaCabra wrote: »
    Zetx wrote: »
    LaCabra wrote: »
    I am able to just re-export and drag all my Shotgun Sunrise models into UE3. Scale isn't a problem because everything can be resized in UE3. Awesome.

    So seriously, who wants to be our programmer?

    I'd be willing to take a look...............? o_O


    Not sure if I'm up for the task, tbh.

    Does this sound like you?
    Remington wrote: »
    We are not going to be making a mod here, we are going to be making a game. A game that we would like to possibly make money off of. We can't just let everyone and their sister throw a prop at us and then demand equal share. But, if anyone out there wants to put some real fucking time into learning this thing, making things work, and sticking with the project through all the shitty tough times that are sure to come, I think we would like some help. The second you start slacking and not showing consistent work or if your quality just isn't up to par (not that I'm a a fucking Van Gogh, but we need to be realistic at least) you're fired.

    I realize this may be an awful thing to hear, but our experiences with Shotgun Sunrise showed a trend of "Hey, I want to help I'm SUPER dedicated." "Hey wait, you mean this isn't all super fun tightening up the graphics on level 3?" and then suddenly I'm left with folders full of 70% finished work that is now all useless.

    That being said, I've also met three of the coolest dude's I've ever known working on SS and I want to work with more people like LaCabra, Jazzman and Slapdash (who we can only assume is dead God rest his soul).

    Wait, what happened to Slapdash?

    [strike]Parasites[/strike] Kids

    Raslin on
    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

    3ds friend code: 2981-6032-4118
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    LaCabra wrote: »
    I am able to just re-export and drag all my Shotgun Sunrise models into UE3. Scale isn't a problem because everything can be resized in UE3. Awesome.

    So seriously, who wants to be our programmer?

    Stop fucking asking this, dude. I got things to do here.

    NotASenator on
  • ZetxZetx 🐧 Registered User regular
    edited November 2009
    LaCabra wrote: »
    Zetx wrote: »
    LaCabra wrote: »
    I am able to just re-export and drag all my Shotgun Sunrise models into UE3. Scale isn't a problem because everything can be resized in UE3. Awesome.

    So seriously, who wants to be our programmer?

    I'd be willing to take a look...............? o_O


    Not sure if I'm up for the task, tbh.

    Does this sound like you?
    Remington wrote: »
    We are not going to be making a mod here, we are going to be making a game. A game that we would like to possibly make money off of. We can't just let everyone and their sister throw a prop at us and then demand equal share. But, if anyone out there wants to put some real fucking time into learning this thing, making things work, and sticking with the project through all the shitty tough times that are sure to come, I think we would like some help. The second you start slacking and not showing consistent work or if your quality just isn't up to par (not that I'm a a fucking Van Gogh, but we need to be realistic at least) you're fired.

    I realize this may be an awful thing to hear, but our experiences with Shotgun Sunrise showed a trend of "Hey, I want to help I'm SUPER dedicated." "Hey wait, you mean this isn't all super fun tightening up the graphics on level 3?" and then suddenly I'm left with folders full of 70% finished work that is now all useless.

    That being said, I've also met three of the coolest dude's I've ever known working on SS and I want to work with more people like LaCabra, Jazzman and Slapdash (who we can only assume is dead God rest his soul).

    Hmm, can't say I'm at that level yet. I guess I'll tool around with the UDK stuff on my own then. :P

    Zetx on
  • AumniAumni Registered User regular
    edited November 2009
    LaCabra, I'd be interested in helping you guys out. Obviously since you're already the mapper/ jack of all you've got my area covered, but if you have any questions let me know - I've been playing around with the engine for a few years.

    Kismet is my weakness, I admint :(

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • AumniAumni Registered User regular
    edited November 2009
    Lol, fuck me.

    I broke the engine by moving terrain layers around.

    Booooooo.

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
  • zilozilo Registered User regular
    edited November 2009
    I'd love to help you guys out on the engineering front but I'm kind of hip deep in finaling a project. Maybe if you're still looking for help in March... :)

    zilo on
  • peterdevorepeterdevore Registered User regular
    edited November 2009
    I can help out as a programmer. I've got zero UT experience, but I am a third year CS student and I'm determined to learn. I have tons of free time right now so I can start working right away on prototype stuff if needed.

    I've got Wave (jornvandebeek@googlewave.com), so if we're going to use that to coordinate that's fine, I even have invites to give out as needed.

    peterdevore on
  • KupiKupi Registered User regular
    edited November 2009
    I'm still knee-deep in my XNA freeware game, but if you want to get into the industry and make games, I think knowing UE3 is just a bit better as a bullet point than XNA. I'm unemployed (for now; my fortunes seem likely to change soon) and I've got a finished BS in computer science. I would adore the opportunity to work on a game without having to worry about the art. Personally, I don't think this is an opportunity I can afford to miss. You have my codes.

    Kupi on
    My favorite musical instrument is the air-raid siren.

    I'm "kupiyupaekio" on Discord.
  • IshbuIshbu Registered User regular
    edited November 2009
    Definitely going to give this a shot. I was going to try Ogre, but this has more than just graphics so I'll go with it instead. Going to be my first foray into 3D (I'm more of a SexyApp Framework/Pygame/Java guy) - should be interesting.

    Ishbu on
    Play my game and serve beer to angry dwarves: The Tavern
  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    Aumni wrote: »
    LaCabra, I'd be interested in helping you guys out. Obviously since you're already the mapper/ jack of all you've got my area covered, but if you have any questions let me know - I've been playing around with the engine for a few years.
    Thanks mang, maybe I will
    I can help out as a programmer. I've got zero UT experience, but I am a third year CS student and I'm determined to learn. I have tons of free time right now so I can start working right away on prototype stuff if needed.

    I've got Wave (jornvandebeek@googlewave.com), so if we're going to use that to coordinate that's fine, I even have invites to give out as needed.
    Kupi wrote: »
    I'm still knee-deep in my XNA freeware game, but if you want to get into the industry and make games, I think knowing UE3 is just a bit better as a bullet point than XNA. I'm unemployed (for now; my fortunes seem likely to change soon) and I've got a finished BS in computer science. I would adore the opportunity to work on a game without having to worry about the art. Personally, I don't think this is an opportunity I can afford to miss. You have my codes.
    You guys seem hella promising. Particularly Kupi. If you both have Gmail, add me on Gtalk (joewa971 at gmail dot com). Peter, sent Kupi a wave invite please.

    LaCabra on
  • acidlacedpenguinacidlacedpenguin Institutionalized Safe in jail.Registered User regular
    edited November 2009
    you could potentially chalk me up as a programmer seeing how I graduate from CS in May and would like to be in practice by the time interviews and shit roll around. . . maybe even have something to show for it in a year's time.

    edit: I say potentially because the last programming job I had was like 2 years ago, and the last 3D game-related experience I have was a mod for Half Life 1, so I just may not be competent in the coding aspect.

    acidlacedpenguin on
    GT: Acidboogie PSNid: AcidLacedPenguiN
  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    Folks, like Remington said, please only volunteer if you're willing to waste no time and literally start coding now. You guys up for that?

    Also, this screenshot demonstrates that it is as easy as pie to port custom assets from a Source mod.
    easyaspie.jpg

    LaCabra on
  • NotASenatorNotASenator Registered User regular
    edited November 2009
    That's awesome.

    I'd love to be writing code right now, but instead I'm working on a "My First Sandbox" type level because I'm still no good at that after all these years

    NotASenator on
  • donhonkdonhonk Registered User regular
    edited November 2009
    So this comes with no assets eh? I got some learnin to do.

    donhonk on
  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    It comes with assets, but they're all Generic Futuristic Cyborg Landscape.

    LaCabra on
  • Nova_CNova_C I have the need The need for speedRegistered User regular
    edited November 2009
    Hmm. I wonder if my (Currently on-hold because I'm working 70+ hours a week) X-Com clone would be better done using this over XNA.....

    Nova_C on
  • donhonkdonhonk Registered User regular
    edited November 2009
    LaCabra wrote: »
    It comes with assets, but they're all Generic Futuristic Cyborg Landscape.

    So....

    Where do I begin? (3D modeling.) Hah, thats a loaded question... You don't have to answer that.

    donhonk on
  • LaCabraLaCabra MelbourneRegistered User regular
    edited November 2009
    NotACrook wrote: »
    That's awesome.

    I'd love to be writing code right now, but instead I'm working on a "My First Sandbox" type level because I'm still no good at that after all these years

    Forget that, write code

    LaCabra on
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