21
Mizz141
6y

I fucking HATE when people tell me:
"Oh you are using Unity? What kind of dumb shit uses Unity! Isnt its only purpose to make shovelware and shit?!"
THIS MAKES ME FURIOS AT MOST POINTS! AND I WANT TO PUNCH THOSE DIPWIT COCKS WHO ALWAYS THINK ANYTHING OTHER THAN UNITY IS GOOD, IN THE FUCKING FACE! TWICE!
unity isnt just for SHOVELWARE and CHEAP SHITGAMES, it has some really good potential when in the RIGHT FUCKING HANDS!! FOR FUCK SAKE!
(If you want an example look up dronethegame.com currently in crowdfunding) FUCK THESE PEOPLE...

FUCK

Comments
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  • 4
    The problem is, when you have a pro licence, the "made in unity" splash screen goes away, so people don't know about the good games made in unity, only the ones that can't afford a pro license and generally aren't as good.
  • 1
    Well it's by far the best engine on the market. I would like to switch on it from Cry Engine. And from someone who love C++, that's telling everything. Even the rendering pipeline looks better...
  • 0
    @Celes I'm not endorsing it since I never used it but did you try Unreal Engine? Just asking since that lets the user use c++ also.
  • 1
    Also check out https://playoverload.com. Awesome, awesome game made with unity.

    Cities skylines too.
  • 2
    yeah, it made me furious as well for a time.

    but thankfully, now you can just tell them "hey, did you know cities skylines was made in unity? yes, that game which is like 20 times better SimCity than any actual SimCity. also, The Forest."

    ... aaand that's all of those i can remember off the top of my head, which is kind of silly, but whatever. i recommend finding and memorizing a list of at least 10 pro-level games, and just responding with it. nothing else needs to be said.

    and yes, the issue is that Pro version of unity allows you to remove the logo.
    it is my dream to one day make a totally amazing, pro looking and feeling game...
    ... AND KEEP THE LOGO PROUDLY IN THERE, AND MAKE IT BE UNSKIPPABLE AND SPEW FIREWORKS FOR 10 SECONDS BECAUSE FUCK ALL THE MORONS!

    ;)
  • 0
    @Delite i did try unreal.
    i forced myself to try it about three times.

    i absolutely despise how it forces me into its own mindset.

    it's like:
    unity - here's an empty new universe for you. create whatever you like, however you like. whether it turns out shitty or well is completely dependent on your skill.

    unreal - here's this shiny, golden, diamond-studded PRISON for you.
    do whatever we were able to imagine while building it, exactly in this way we prescribed.
    anything else you want to do, you'll have to spend hours breaking out of the comfy prison cell we built.
    ... and then you'll spend rest of the project dodging spotlights and avoiding guards, otherwise we're gonna put you back in your shiny cell
  • 0
    @Delite i'd say that unreal is not an engine, it's a gui-based game EDITOR.
    it doesn't trust your coding skills, doesn't trust your tech design skills, doesn't trust you to do anything but click buttons and browse menus and submenus.

    because THEY KNOW BEST, YOU SILLY PUNY AMATEUR.

    unity is a rendering engine and game FRAMEWORK - oh, you are a programmer who wants to code game mechanics instead of investing years into writing rendering and boilerplate utility code first? here you go, we wrote those for you, go wild and have fun, we trust you know what you're doing, and if not, we trust you're smart enough to learn it.
  • 0
    @Delite I didn't try it personally. But my colleagues did. And I dislike the architecture even more than Cry Engine. But yeah still better that this obsolete thing ^^
  • 0
    @sergiolarosa89 well there is a loooot. But one would be enough : ECS <3
  • 0
    @sergiolarosa89 UE's idea of "good documentation" :

    me: why is my fps char uncontrollable and unmovable on start, when i put it here, but works completely fine when i put it somewhere else?

    docs: *silence*

    ue friend (after an hour i was trying to find out what's going on and talking to him about it) : oh yeah, did you check/change the default killplane height?

    me: WHY WOULD YOU HAVE A DEFAULT KILLPLANE?

    ue docs: for "optimization" reasons.

    me: fuck your gold-plated, fps-legacy-antifeatures-ridden prison.
  • 0
    @sergiolarosa89
    also me: i was literally following a tutorial like a dumb sheep. why don't these rocks report raycast hits?

    ue docs: *silence*

    ue friend (after hour and a half of debugging) : oh, did you add the collision mesh by clicking the "generate lowpoly" button in the third subwindow to which you get by double clicking the 46th item in the sidepane which you open by clicking this item hidden in a dropdown button submenu?

    me: ... but you've seen that its collisions are working properly!

    ue friend: yeah, but raycasts use different, separate, special low-poly collision mesh. i still (after working with ue for 6+ year) sometimes get bitten by that.

    me: fuck this shit in the ass with a pickaxe, i'm going back to engine which makes sense
  • 0
    so let me correct myself: ue doesn't trust you not to be stupid, while at the same time it requires you to be psychic so that you can just know where in the labyrinth of menus nested in windows nested in panes nested in menus you need to go to set some idiocy which shouldn't be a default (or SHOULD be a default, but is not) in the first place.

    also, builtin FPS character doesn't have sprint, you have to hack it in.
    because everyone knows UE is for making Unreal Tournament clones, and unreal tournament doesn't have sprint, so why would anyone else need it either?
  • 0
    the only reason to use UE was its visual shader/material editor.

    WAS, because since 2018 version, The Good Engine now has it too.

    so there's literally no reason to use that overengineered, underdesigned pile UE of shit anymore
  • 1
    @Midnigh-shcode there was shader editor on the asset store you know
  • 0
    @sergiolarosa89 the phrase is "defacto standard"

    your word order is as backwards as you opinion =D

    (just joking, i have nothing personal against you, different people, different preferences. i hope my story, however much you disagree with its point, amused you at least in some way, and I wish you a nice day :) )
  • 0
    @Celes yes, i know.
    but i have this quirk where i strongly dislike (even to the point of avoidance) using plugins for certain features which feel too "deep" (close to the engine core).

    i even disliked using the unity-made shader editor, while it was still in beta so you had to download it from github and install it as an external plugin. but as soon as it became actually really built-in, i have no problem with it anymore

    not a good trait/viewpoint/opinion, probably, i guess.
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