Collin Banks
300 posts

Collin Banks
@CollinBanksDev
- Professional Software Engineer - Jazz Musician and Composer/Arranger - Aspiring Game Dev currently working on my first game 🎮
New Jersey เข้าร่วม Aralık 2021
217 กำลังติดตาม295 ผู้ติดตาม

Took a break from my player controller refactor and tinkered with an isometric perspective. Kinda dig it #gamedev #indiegamedev #indiegame #unity #madewithunity #indiegame #gamedesign #pixelart
English
Collin Banks รีทวีตแล้ว

Started digging into Godot tonight.. Man, I'm sold! Such a refreshing and intuitive experience. I think I'll be making the switch. #gamedev #Godot #unity #IndieGameDev
English

@samyam_youtube This was great! Thanks for sharing your experience with Godot!
English

Man Unity really messed up, but I'm having a hard time leaving. Been checking out Godot and really enjoy it, but Unity just feels like home. Any thoughts? #gamedeveloper #IndieGameDev #Unity #hd2d #godot #GodotEngine
English

@unity Try replacing your crappy CEO and find someone that actually cares about games, developers and players! Only then can you correct course
English

We have heard you. We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of days. Thank you for your honest and critical feedback.
English

We want to acknowledge the confusion and frustration we heard after we announced our new runtime fee policy. We’d like to clarify some of your top questions and concerns:
Who is impacted by this price increase: The price increase is very targeted. In fact, more than 90% of our customers will not be affected by this change. Customers who will be impacted are generally those who have found a substantial scale in downloads and revenue and have reached both our install and revenue thresholds. This means a low (or no) fee for creators who have not found scale success yet and a modest one-time fee for those who have.
Fee on new installs only: Once you meet the two install and revenue thresholds, you only pay the runtime fee on new installs after Jan 1, 2024. It’s not perpetual: You only pay once for an install, not an ongoing perpetual license royalty like a revenue share model.
How we define and count installs: Assuming the install and revenue thresholds are met, we will only count net new installs on any device starting Jan 1, 2024. Additionally, developers are not responsible for paying a runtime fee on:
- Re-install charges - we are not going to charge a fee for re-installs.
- Fraudulent installs charges - we are not going to charge a fee for fraudulent installs. We will work directly with you on cases where fraud or botnets are suspected of malicious intent.
- Trials, partial play demos, and automation installs (devops) charges - we are not going to count these toward your install count. Early access games are not considered demos.
- Web and streaming games - we are not going to count web and streaming games toward your install count either.
- Charity-related installs - the pricing change and install count will not be applied to your charity bundles/initiatives.
For additional questions, we have updated our blog and FAQ resources. ⬇️
Blog: on.unity.com/3ZiIwlB
FAQ: on.unity.com/44NMZ0R
Forums: on.unity.com/45RgrnV
English

@unity Dang, switching to Unreal. Been questioning the move for awhile now but this solidifies my decision!
English

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.
English

@CollinBanksDev Like they say: "Give a man a game and he'll have fun for a day. Teach a man to make games and he'll never have fun again" :)
English

Finally getting back into game dev after a pretty hectic few months. Demo is coming soon! #IndieGameDev #gamedev #hd2d #unity3d #developer #indiegame #gamedeveloper #devlog
English

In Zorka Rock, you'll explore a world high in the sky as you fight to restore the drowned world below #gamedev #indiegamedeveloper #unity #devlog #indiegame #pixelart #rpg #actionrpg #madewithunity
English














