Yury Sinev

106 posts

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Yury Sinev

Yury Sinev

@ShySinev

Unity programmer, indiedev

Katılım Mayıs 2013
114 Takip Edilen39 Takipçiler
Yury Sinev
Yury Sinev@ShySinev·
I love it when Microsoft re-installs and re-enables OneDrive from time to time. And you spend 20 minutes turning this absolute cancer back off in the most anal way possible
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Yury Sinev
Yury Sinev@ShySinev·
@UnityCodeMonkey Have no idea if it's worth it yet, but started this journey recently. So far it feels quite good. Low poly low res style makes it possible for me. Gives me a lot of creative freedom even if it's not final art. And now when I'm stuck with programming I can always switch to art
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Code Monkey
Code Monkey@UnityCodeMonkey·
"I'm a programmer, should I try to learn Blender to make assets?" That really depends if you WANT to learn blender or not? Me personally I don't want to spend 1000 hours trying to get good at Blender, I'd rather spend that time just improving my programming skills and just hiring an artist or buying assets from the asset store. Both options are valid, but remember how your time is limited, so it really depends on what you want for yourself.
Code Monkey tweet media
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Yury Sinev
Yury Sinev@ShySinev·
cutting could be done better and probably will be redone with masks, instead of just ctrl-X like a caveman. But looks interesting in game already with some fog and good shaders
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Yury Sinev
Yury Sinev@ShySinev·
Okay, Blender progress feels good, time for Affinity + GIMP. One of the banners made out of public domain images cut and pieced together for my pet project. Have to be creative here, since I can't draw for shit. Low res #gamedev
Yury Sinev tweet media
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Yury Sinev
Yury Sinev@ShySinev·
@softdrinktv @laxvideogame No Gen AI was used in commentary system btw. It's all pre-recorded lines. Thousands of them fed through FMOD. Even python tooling for organizing audio tables was done by hand. Thanks for review :)
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SOFTDRINKTV
SOFTDRINKTV@softdrinktv·
My @laxvideogame review is here! I put a lot of thought into it from the perspective of someone who doesn't follow lacrosse. I also discuss AI in video games, and what's acceptable vs what isn't (imo)... youtu.be/B7OpYsj6jgM
YouTube video
YouTube
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Yury Sinev
Yury Sinev@ShySinev·
Learning blender for a new solo project - co-op horror in psx-ish style. So far not so bad
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thomas "noio" vandenberg
thomas "noio" vandenberg@noio_games·
does anybody (who — like me — is still doing [CustomEditor] sometimes) use nameof() properties to make them less brittle?
thomas "noio" vandenberg tweet media
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Windows
Windows@Windows·
AI is now built in. “Every Windows 11 PC is now an AI PC – with Copilot at the center of it all.”
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Yury Sinev
Yury Sinev@ShySinev·
New "task failed successfully" meme just dropped
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Yury Sinev
Yury Sinev@ShySinev·
that's some proper patch
Yury Sinev tweet media
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Yury Sinev
Yury Sinev@ShySinev·
@unity Don't forget to answer most important question: "Are you gonna revert these changes back effective immediately?" And the answer better be yes
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Unity
Unity@unity·
Hi everyone, we’ve heard your questions and feedback and are working hard to answer them as soon as possible. We’ve aggregated some of your top questions in our forum, and will plan to address them in the main forum thread here: on.unity.com/3PBclus
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Unity
Unity@unity·
Today we announced a change to our business model which includes new additions to our subscription plans, and the introduction of a Runtime fee. We wanted to provide clarifying answers to the top questions most of you are asking. Yes, this is a price increase and it will only affect a small subset of current Unity Editor users. Today, a large majority of Unity Editor users are currently not paying anything and will not be affected by this change. The Unity Runtime fee will not impact the majority of our developers. The developers who will be impacted are generally those who have successful games and are generating revenue way above the thresholds we outlined in our blog. This means that developers who are still building their business and growing the audience of their games will not pay a fee. The program was designed specifically this way to ensure developers could find success before the install fee takes effect. We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share. We looked for ways to lessen the impact on developers, and provide ways to bring the Runtime fee to zero. If you’re using any of our ad products, Unity Gaming Services or cloud services, etc. please contact us to discuss discounts. We are actively listening to and following your questions closely. Please review our FAQ (on.unity.com/3PAiqHH) on today’s announcement. We also invite you to continue to discuss these changes with us on our forums: on.unity.com/3RmyLRx.
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Yury Sinev
Yury Sinev@ShySinev·
Not sure how publishers like voodoo or ketchapp gonna react to this change btw. They were always pushing devs to work with Unity (and it made sense), not sure if they'll continue to do that
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Yury Sinev
Yury Sinev@ShySinev·
Never been a better time to release free2play hyper-casual game made with our beloved Unity. I have one almost finished.
Unity@unity

Today we announced a change to our business model which includes new additions to our subscription plans, and the introduction of a Runtime fee. We wanted to provide clarifying answers to the top questions most of you are asking. Yes, this is a price increase and it will only affect a small subset of current Unity Editor users. Today, a large majority of Unity Editor users are currently not paying anything and will not be affected by this change. The Unity Runtime fee will not impact the majority of our developers. The developers who will be impacted are generally those who have successful games and are generating revenue way above the thresholds we outlined in our blog. This means that developers who are still building their business and growing the audience of their games will not pay a fee. The program was designed specifically this way to ensure developers could find success before the install fee takes effect. We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share. We looked for ways to lessen the impact on developers, and provide ways to bring the Runtime fee to zero. If you’re using any of our ad products, Unity Gaming Services or cloud services, etc. please contact us to discuss discounts. We are actively listening to and following your questions closely. Please review our FAQ (on.unity.com/3PAiqHH) on today’s announcement. We also invite you to continue to discuss these changes with us on our forums: on.unity.com/3RmyLRx.

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