So I think a real good way for me to learn UE4 is probably to see it in action, so I think I'll spend my $30 credit on this beauty. @Death of Rats Check this out. It's a little old, so things may have changed/improved since this post. But as someone who was always frustrated about how Unity handled its input, this sounds pretty good.
I don't know what's horrible about Unity's to answer the question fully, but it's fine in Unreal. It has full controller support, and lower level DX inputs if you need them (and some equivalent on other platforms I'm sure). I've never had an issue getting input the way I wanted to. If you listed what about Unity's input system bothers you, I could tell you if UE handles it better.
Basically being able to take input customization out of the launcher and having any real form of keybinding in game. Basically in unity it's damn near impossible to get to input outside of their Input class which simply doesn't expose nearly enough. Also multiple controller support can be very weird. A lot of the problems are talked about here. One of the big ones is the input isn't framerate independent. It's been a bit since I've really dug into it, but it was super frustrating when I was having issues.
You bind individual keys/keypairs/input axis to callbacks. You can get individual up/down events. Easily doable
I think the only thing left that Unity has over Unreal is the ability to publish to the Wii U. I know that's not a big selling point* to many people, but as someone who's been saying "I want to make games for Nintendo!" since he was twelve, it's kind of a bummer that Unreal can't, or rather, chooses not to support deployment to Nintendo machines. (The story, so far as I've seen, is a VP at Epic saying there wouldn't be Wii U support, and then backtracking to say that a developer could totally do it if they wanted to-- that is to say, reading between the lines, if you want to get a Wii U dev kit and handle all the necessary modifications yourself, feel free... which, for someone who's looking for middleware, is not exactly encouraging.)
* HA HA HA no pun intended
My favorite musical instrument is the air-raid siren.
I don't know what's horrible about Unity's to answer the question fully, but it's fine in Unreal. It has full controller support, and lower level DX inputs if you need them (and some equivalent on other platforms I'm sure). I've never had an issue getting input the way I wanted to. If you listed what about Unity's input system bothers you, I could tell you if UE handles it better.
Basically being able to take input customization out of the launcher and having any real form of keybinding in game. Basically in unity it's damn near impossible to get to input outside of their Input class which simply doesn't expose nearly enough. Also multiple controller support can be very weird. A lot of the problems are talked about here. One of the big ones is the input isn't framerate independent. It's been a bit since I've really dug into it, but it was super frustrating when I was having issues.
You bind individual keys/keypairs/input axis to callbacks. You can get individual up/down events. Easily doable
I'm not saying it's impossible to work with, but to me it seemed very shoddy and in need of a redesign. From my understanding it hasn't changed much if at all since before console controllers were fairly common on PCs. If you read that thread I linked, parts of the Unity team agree, but are waiting until the other Unity 5 features are ready before really digging into it. They're working on stuff and it will get there (hopefully within 5's lifecycle), but I was curious if Unreal makes that stuff fairly simple.
I have been thinking of prototyping some ideas out. I know this is probably asked a ton so I am sorry but if an individual is most familiar with Java and scripting langues such as lua are there really any worthwhile options out there? I know these languages are not the best for true game programming but I would have a smaller "uptime". Its been ages since I have touched anything C oriented. I would be working with 2D to start out with and have looked at Unity and the like but they seem a bit too much for what I want to do. A quick search brings up a lib called LOVE (lua) and libgdx (java) but I have no idea of the maturity or even aptitude of these libs.
With the U4 news I might check in on that but... C... Thanks guys and again sorry for the standard open ended post.
I have been thinking of prototyping some ideas out. I know this is probably asked a ton so I am sorry but if an individual is most familiar with Java and scripting langues such as lua are there really any worthwhile options out there? I know these languages are not the best for true game programming but I would have a smaller "uptime". Its been ages since I have touched anything C oriented. I would be working with 2D to start out with and have looked at Unity and the like but they seem a bit too much for what I want to do. A quick search brings up a lib called LOVE (lua) and libgtx (java) but I have no idea of the maturity or even aptitude of these libs.
With the U4 news I might check in on that but... C... Thanks guys and again sorry for the standard open ended post.
Blueprints, from my understanding, can be used to pretty much make most things in U4. At least to prototype out some ideas.
So I think a real good way for me to learn UE4 is probably to see it in action, so I think I'll spend my $30 credit on this beauty. @Death of Rats Check this out. It's a little old, so things may have changed/improved since this post. But as someone who was always frustrated about how Unity handled its input, this sounds pretty good.
Fuckin' yess, let me know if you need any supports
So I think a real good way for me to learn UE4 is probably to see it in action, so I think I'll spend my $30 credit on this beauty. @Death of Rats Check this out. It's a little old, so things may have changed/improved since this post. But as someone who was always frustrated about how Unity handled its input, this sounds pretty good.
Fuckin' yess, let me know if you need any supports
Also consider this
That was the first thing I looked at but I don't have the extra money to make up the difference.
You should totally lower the price to $30 to entice people to spend their free $30 on your amazing ladder awesomeness. That would be a first rung decision that would allow your profits to climb to new heights instead of collapsing down where you need some stairs or something to get out.
I have been thinking of prototyping some ideas out. I know this is probably asked a ton so I am sorry but if an individual is most familiar with Java and scripting langues such as lua are there really any worthwhile options out there? I know these languages are not the best for true game programming but I would have a smaller "uptime". Its been ages since I have touched anything C oriented. I would be working with 2D to start out with and have looked at Unity and the like but they seem a bit too much for what I want to do. A quick search brings up a lib called LOVE (lua) and libgtx (java) but I have no idea of the maturity or even aptitude of these libs.
With the U4 news I might check in on that but... C... Thanks guys and again sorry for the standard open ended post.
Blueprints, from my understanding, can be used to pretty much make most things in U4. At least to prototype out some ideas.
Blueprints are really robust. But you shouldn't count out Unity if you like Java, because C# is a lot like a gooder, friendlier version of Java.
Having to fill your own sound buffers and write your own physics is just crazy today, I'm glad I'm moving to something that will provide all the basics for me. There's just not much I can make other than a retarded angry birds by myself.
0
ObiFettUse the ForceAs You WishRegistered Userregular
So the Unreal thing comes at a fortuitous time when I'm finally gotten fed up of fighting the Stencyl engine and was just about to go back to Unity.
Here is the million dollar question for you hobbyist devs.....if you sit at a desk staring at a computer all day for your job, how do you motivate yourself to keep doing it when you get home?
1) My day job has nowhere near enough actual work requiring my full attention to keep me occupied the entire working day. So I bring a notebook and a pencil with me to work and do game design in the downtime. Working code might require an actual compiler, but all you really need is a medium and an imprinting tool to sketch out an algorithm. This has the knock-on effect of keeping you from falling into mental lethargy from under-stimulation.
2) Rather than trying to dive straight into game development when you get home, diverge into a few other things first. In particular, if you can fit some exercise in before dinner, do that. I find it helps shake off the doldrums that start to set in at the beginning of the evening.
3) I have a free extension for Firefox called Leechblock installed. It lets you define sets of websites that you want to block, either after a certain total amount of exposure or between certain intervals of the day. You'd be amazed how productive you can be on a computer when Reddit, Imgur, Facebook, and the rest of the pointless time-suckers on the Internet just straight up cease to exist.
My favorite musical instrument is the air-raid siren.
I think I like UE4, but I just cannot fucking wait until these initial stumbling blocks are out of the way. It doesn't import .blend files, and all the tutorials I've seen assume you have maya. But blender comes with an FBX importer. But the default scale and orientation are different in blender. And materials don't import in any way resembling how they look in blender.
And this weekend I saw a blueprint or something in here that connected a player state machine to animations, but now I can't find it.
So the Unreal thing comes at a fortuitous time when I'm finally gotten fed up of fighting the Stencyl engine and was just about to go back to Unity.
Here is the million dollar question for you hobbyist devs.....if you sit at a desk staring at a computer all day for your job, how do you motivate yourself to keep doing it when you get home?
Wait that requires motivation?
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GnomeTankWhat the what?Portland, OregonRegistered Userregular
This may have already been posted, but there is an Unreal for Unity developers document that goes in to some pretty deep detail, even going in to how to do some basic Unity C# tasks in Blueprint.
Unity livestream on rigth now. https://www.youtube.com/watch?v=N8Ao5oyflik
Unity 5 available to download right now also. Looks like they took all the graphical stuff and it's now included in the free version. Seems all the pro stuff is "meta" stuff, profiler, cloud stuff etc.
Also very important is there seems to be more specific addon buys for different platforms.
Oh man, if I get a refund I'm taking part of that and getting an oculus rift dev kit. Also some ladders.
Death of Rats on
No I don't.
+1
KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
Not gonna lie, those Unity 5 pictures look really nice. I was hyped about it when they announced it last GDC. I might have to check out the personal edition as well as Unreal 4.
If anything that comes out of these two platforms, I'd wager that the competition for both to continually improve and pump out great updates and content is the best for us consumers. More options for great game creation can't be a bad thing. Of course there will always be bias but if I learned anything from my CS degree, it's that more tools to have on my belt only betters my development.
For anyone that did a preorder of Unity 5 Pro but wants to go back to Personal. From their faq http://unity3d.com/unity/faq:
I pre-ordered Unity 5 Professional but I want to use Unity 5 Personal Edition, what are my options?
Note that Unity 5 Personal Edition comes with limitations. Unity 5 Professional Edition brings all-new benefits for our Pro customers that are not available in Unity 5 Personal.
Customers who pre-ordered a Unity 5 Professional Edition education license do not qualify for a refund. Other Individuals or studios/businesses who pre-ordered a Unity 5 Pro perpetual license may qualify for a refund.
To qualify for a refund, you must be able to attest that you have not had revenue or received funding in excess of US$100,000 in the previous fiscal year as set forth in the Software License Agreement. If you wish to apply for a refund, please fill out this form.
The deadline to apply for a refund is May 1, 2015.
Once your refund has been processed, your Unity 5 Pro license will be deactivated and you can then download Unity Personal Edition.
I will warn that they're getting hit very hard right now, and the form for a refund isn't loading at the moment.
No I don't.
0
GnomeTankWhat the what?Portland, OregonRegistered Userregular
And so the competition begins.
I still think Unreal far outstrips Unity in a lot of ways, not the least of which is Blueprint, but it's absolutely amazing to see Unity having to step up their game to respond to Unreal. In the end, we all win from the competition as both engines will only be forced to get better.
What swings UE4 for me is full source code access. Its great being able to do whatever the hell you want and fix issues within the engine without waiting for an official patch.
There have been many times I've fixed something in UE3 or CryEngine3 and have the exact same fix come down from the vendor weeks or months later.
Jephery on
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Still need Unity Pro for a custom splashscreen. For some reason, that really annoys me and is enough reason for me to switch to UE4. (Plus, I'm not very good with Unity so I haven't lost much anyways).
Probably just irrational, but I hate the default Unity splash screen.
Posts
@Death of Rats Check this out. It's a little old, so things may have changed/improved since this post. But as someone who was always frustrated about how Unity handled its input, this sounds pretty good.
You bind individual keys/keypairs/input axis to callbacks. You can get individual up/down events. Easily doable
* HA HA HA no pun intended
C++ scares me. Someone extract their C++ knowledge and inject it into me please.
I'm not saying it's impossible to work with, but to me it seemed very shoddy and in need of a redesign. From my understanding it hasn't changed much if at all since before console controllers were fairly common on PCs. If you read that thread I linked, parts of the Unity team agree, but are waiting until the other Unity 5 features are ready before really digging into it. They're working on stuff and it will get there (hopefully within 5's lifecycle), but I was curious if Unreal makes that stuff fairly simple.
With the U4 news I might check in on that but... C... Thanks guys and again sorry for the standard open ended post.
Blueprints, from my understanding, can be used to pretty much make most things in U4. At least to prototype out some ideas.
Fuckin' yess, let me know if you need any supports
Also consider this
That was the first thing I looked at but I don't have the extra money to make up the difference.
You should totally lower the price to $30 to entice people to spend their free $30 on your amazing ladder awesomeness. That would be a first rung decision that would allow your profits to climb to new heights instead of collapsing down where you need some stairs or something to get out.
It kinda sucks, I have no idea how much to expect dough-wise from the ladders and I am v poor atm
Blueprints are really robust. But you shouldn't count out Unity if you like Java, because C# is a lot like a gooder, friendlier version of Java.
Do you have Chance's Skype? I can ping him and ask him to drop you a line if you'd like.
Let me know if you get it changed and I'll pick up a copy!
I have it
This is gonna be fun, but I don't think it'll run on android
why not?
Xbox Live / Steam
Here is the million dollar question for you hobbyist devs.....if you sit at a desk staring at a computer all day for your job, how do you motivate yourself to keep doing it when you get home?
1) My day job has nowhere near enough actual work requiring my full attention to keep me occupied the entire working day. So I bring a notebook and a pencil with me to work and do game design in the downtime. Working code might require an actual compiler, but all you really need is a medium and an imprinting tool to sketch out an algorithm. This has the knock-on effect of keeping you from falling into mental lethargy from under-stimulation.
2) Rather than trying to dive straight into game development when you get home, diverge into a few other things first. In particular, if you can fit some exercise in before dinner, do that. I find it helps shake off the doldrums that start to set in at the beginning of the evening.
3) I have a free extension for Firefox called Leechblock installed. It lets you define sets of websites that you want to block, either after a certain total amount of exposure or between certain intervals of the day. You'd be amazed how productive you can be on a computer when Reddit, Imgur, Facebook, and the rest of the pointless time-suckers on the Internet just straight up cease to exist.
And this weekend I saw a blueprint or something in here that connected a player state machine to animations, but now I can't find it.
Wait that requires motivation?
https://docs.unrealengine.com/latest/INT/GettingStarted/FromUnity/index.html?utm_source=uelauncher&utm_medium=software&utm_campaign=learntab
its a feature in the anim graph for an animation blueprint.
Unity 5 available to download right now also. Looks like they took all the graphical stuff and it's now included in the free version. Seems all the pro stuff is "meta" stuff, profiler, cloud stuff etc.
Also very important is there seems to be more specific addon buys for different platforms.
Oh good, they have a method of getting a refund.
If anything that comes out of these two platforms, I'd wager that the competition for both to continually improve and pump out great updates and content is the best for us consumers. More options for great game creation can't be a bad thing. Of course there will always be bias but if I learned anything from my CS degree, it's that more tools to have on my belt only betters my development.
Edit: I'm at work, but maybe someone can confirm for me if Unity 5 free includes:
render targets
area lights
post-processing effects
Because if it does, that makes it a lot harder for me to jump to UE4...
Unity free has all that. Any unity engine stuff is now included in the free version.
You might not be able to see twitter at work but:
I still think Unreal far outstrips Unity in a lot of ways, not the least of which is Blueprint, but it's absolutely amazing to see Unity having to step up their game to respond to Unreal. In the end, we all win from the competition as both engines will only be forced to get better.
There have been many times I've fixed something in UE3 or CryEngine3 and have the exact same fix come down from the vendor weeks or months later.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Probably just irrational, but I hate the default Unity splash screen.