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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.
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).
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.
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).
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
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 :^:
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).
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).
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
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.
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...
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.
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.
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
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.
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.
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
0
acidlacedpenguinInstitutionalizedSafe in jail.Registered Userregular
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.
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
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
Posts
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.
I could offer my services as a head theoretical modeler again, if needed. Its a pretty essential position.
3ds friend code: 2981-6032-4118
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).
3ds friend code: 2981-6032-4118
3ds friend code: 2981-6032-4118
What's the deal with Velociraptor Job Simulator? Are we talkin' popcap game stuff?
What's your resolution?
1280x1024
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.
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.
Holy shit.
Lightmass.
Holy shit.
They've added a shit ton of stuff to UE since UT3
Just remember, when building a new level use additive.
EDIT: HOLY SHIT YOU CAN TAG EVERYTHING IN THE CONTENT BROWSER
me like.
Does this sound like you?
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 :^:
Wait, what happened to Slapdash?
[strike]Parasites[/strike] Kids
3ds friend code: 2981-6032-4118
Stop fucking asking this, dude. I got things to do here.
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
Kismet is my weakness, I admint
I broke the engine by moving terrain layers around.
Booooooo.
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.
I'm "kupiyupaekio" on Discord.
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.
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.
Also, this screenshot demonstrates that it is as easy as pie to port custom assets from a Source mod.
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
So....
Where do I begin? (3D modeling.) Hah, thats a loaded question... You don't have to answer that.
Forget that, write code