GitHub has various hard and soft file size limits. This stack overflow post is the best summary I could find:So if I'm interested in simply backing up/versioning my UE4 project does GitHub make the most sense for that? Do you get pretty much unlimited storage with the free plan? Or is a local hard drive really the best option?
I would wait a bit to see where things go with Unity before switching engines, it's likely that they'll have to go back on the latest changes when the bigger fish confront them as they have no way of determining what the real number of installs is, among other things. What they're trying really makes no sense (well, it does for them but for no one else), basically you have to pay Unity based on this magical number of installs that they calculate in a way that they can't explain.With the current fuckery going on with Unity, I wanted to post on this thread to see what people's thoughts are on the other engines currently out there: how easy they are to learn, functionality, etc.
I'm currently not that far from actually finishing my current game project (just need to finish the bosses, then start getting actual release information out there) and am eyeing up engines for the next potential project.
The engine I've been using for The Enchanted Mountain is Construct.
Positives:
- It's genuinely really good at supporting high resolution 2D artwork. All my sprites and assets have been designed at high resolution rather than going the pixel art route, and importing and animating assets has been a doddle.
- The scripting tools are very intuitive to pick up and learn. Rather than something like Blueprints, which adds a lot of overhead, the script editor in Construct is essentially a form of visual coding. You're still creating code to make everything happen, but rather than being expected to know a bunch of code commands you use the editor to select the various elements and the variables/actions you want to effect.
Negatives:
- Platform support is a bit iffy. Despite requests from the community, there isn't any native support for the latest console releases, so making a console specific release will require some tinkering.
- They've changed the platform from a single purchase to an ongoing subscription, which is... not great, but also entirely predictable as everyone is doing it these days.
The engine I've been eyeing up for my next project is Unreal, but I'm interested in what other people's experiences are with things like Godot.
So if I'm interested in simply backing up/versioning my UE4 project does GitHub make the most sense for that? Do you get pretty much unlimited storage with the free plan? Or is a local hard drive really the best option?
Personally I would still recommend people do away with Unity if they can. This current thing might get walked back (when and to what degree is still to be seen), but the fact that they attempted it in the first place is still a huge issue, especially when the last few years has involved them making the engine more and more expensive without improving on its tools.I would wait a bit to see where things go with Unity before switching engines, it's likely that they'll have to go back on the latest changes when the bigger fish confront them as they have no way of determining what the real number of installs is, among other things. What they're trying really makes no sense (well, it does for them but for no one else), basically you have to pay Unity based on this magical number of installs that they calculate in a way that they can't explain.
But anyway, if you want to do something 2D, Game Maker is always a good option, though it's been some years since I used it so I don't really know what the payment model is today. I think it has worse rep than it deserves and you can really do anything you need in 2D with it.
I don't have any experience with Unreal so I can't cover that part, but I have been using Godot for a couple years now and personally I really like it! I primarily work on pixel art games, so I haven't done much with its 3D tools, but for 2D at least I enjoyed using it a lot more than back when I tried Unity.The engine I've been eyeing up for my next project is Unreal, but I'm interested in what other people's experiences are with things like Godot.
I've been reading more about the issue since that post and I have to agree with you, even if they go back on this the damage is already done; It's impossible to trust Unity to not try something even worse at any moment. I think I may use this excuse to try Godot, I liked Unity but I can't stand all the time it randomly makes me wait when I activate the editor window after being writing code for a while; Sometimes it's a few seconds, others it's minutes, others it's stuck there for HOURS.Personally I would still recommend people do away with Unity if they can. This current thing might get walked back (when and to what degree is still to be seen), but the fact that they attempted it in the first place is still a huge issue, especially when the last few years has involved them making the engine more and more expensive without improving on its tools.
It's pretty likely that the people currently in charge will try something similarly bad again, as soon as they think they can get away with it. So for people who have the option to switch engines, it's just safer to do as soon as they're able.
One of the engines I had the easiest time setting stuff up for is GDevelop. Essentially, you create objects (sprites, tiles, buttons, etc.) in the scene editor where you give them animations and place them in the scene, then define a series of conditions and what they make happen in the event sheet tab. You can link "external" event sheets to each scene's event sheet to import their functions, and add comments between events. It's FOSS with a fair number of community-made extensions, and has some of the fastest "get something running" I've ever seen.With the current fuckery going on with Unity, I wanted to post on this thread to see what people's thoughts are on the other engines currently out there: how easy they are to learn, functionality, etc.
I'm currently not that far from actually finishing my current game project (just need to finish the bosses, then start getting actual release information out there) and am eyeing up engines for the next potential project.
The engine I've been using for The Enchanted Mountain is Construct.
Positives:
- It's genuinely really good at supporting high resolution 2D artwork. All my sprites and assets have been designed at high resolution rather than going the pixel art route, and importing and animating assets has been a doddle.
- The scripting tools are very intuitive to pick up and learn. Rather than something like Blueprints, which adds a lot of overhead, the script editor in Construct is essentially a form of visual coding. You're still creating code to make everything happen, but rather than being expected to know a bunch of code commands you use the editor to select the various elements and the variables/actions you want to effect.
Negatives:
- Platform support is a bit iffy. Despite requests from the community, there isn't any native support for the latest console releases, so making a console specific release will require some tinkering.
- They've changed the platform from a single purchase to an ongoing subscription, which is... not great, but also entirely predictable as everyone is doing it these days.
The engine I've been eyeing up for my next project is Unreal, but I'm interested in what other people's experiences are with things like Godot.