life after unity

i have not! i am simply… resting here. :unamused: on my way to a different abyss! you wouldn’t know her. she goes to another school.

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old post but imo best use of RPG maker is to make dinky little transgender transformation games as a dysphoria dissociation tactic (i was too closeted to even consider it but check out tfgamessite)

i think if i were to try to get into game dev again i would just like. learn unreal. northern journey guy made it seem like a fun time

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wow this looks fantastic.
maybe this is the way to make the silly little flash games of my dreams.

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ngl this came at just the right time for me stylo lmao both personally and for the project im working on

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if you do decide to give it a go i’d love to know what you think. i think once i’m done with my current project i’d like to invest time in it as my “tiny sketches with maximum accessibility” tool.

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i had a minor computer disaster on monday which resulted in my being unable to use my laptop for 24 hours, and so completely soul-crushing was my misery at not being able to work on game stuff for a day that upon getting to work yesterday i immediately opened up the playcanvas website and started looking at their subscription rates. idk what this says about me or playcanvas but there you go.

EDIT: also there’s a new entry in the playcanvas FAQ about whether they offer special rates for educational use (they don’t have a distinct subscription tier but you can just email for a free tier upgrade), and i’m pretty sure that’s my doing hahaha

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coppercube

it’s cute but it’s not friendly to actually use. like there’s no flycam (no right-click + WASD to navigate the scene) you’re expected to pan and rotate everywhere (top ten reasons i get mad at blender) so you can’t really use it with a trackpad, but otherwise i don’t hate its paradigm right out the gate. it uses javascript so it compiles to everything (although there is no linux option for either the editor or for export, which i don’t understand) and as part of its introduction to custom scripting it teaches you how to make your own scripts behave like the built-in ones (with xml info for editor integration and so on) which is lovely and cultivates good development behaviours and the ability to share scripts easily, but isn’t exactly as streamlined as adding public before a variable, so.

the combination of closed-source and no linux seems needlessly mean. javascript isn’t a hard no (how can it be, now that my heart belongs to playcanvas?) but i don’t love it either. and as a certified post-processing sicko, the paywall for post-effects is also not my friend.
it’s a shame, because there’s lots that i do like about this engine (for example: it has a built-in tree generator that lets you get really weird really fast) and it’s basically the maximum fidelity anyone could ever need imo. if it were open-sourced (and, no offense, but why is a project of this scale closed-source in the first place like come on man who are you kidding) or at the very least let me rebind the editor inputs so i could navigate the scene more naturally, i might consider it. but as it stands i don’t see it filling a niche that isn’t already supported by other (more user-friendly and open-source) engines.

anyway:

  • it is an engine with a real editor and everything (although the editor isn’t very nice to use and feels old)
  • it uses javascript
  • it’s 3d only
  • whole game was wrapped in a single exe which is kinda cute (but not mod friendly ootb) and was only 5mb so pretty damn small
  • technically has modelling tools but only if you’re happy to move verts around by hand lmao
  • shaders are pay-walled; it’s unclear whether this is just the built-in ones or custom too
  • runs on windows mac android and webgl1(? i think)
  • closed source + premium
  • not exactly a thriving community. the last post on its forum is about how dead the forum is, and the one before that is about how the engine hasn’t been updated in ages. inspiring stuff.

ah well. on to the next one.

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