DARKEN'S PROFILE

*blows dust off ancient readme.txt*



Currently working on: The Machine that Breathes https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/ (Please wishlist!)
the machine that BREATHE...
A tunneling machine finds itself injected into a body resembling a human.

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Current mood: Just ate a pinecone

is monopolo out yet

Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic

@NoProblemsHere

Couldn't find a demo zip but it does exist: https://web.archive.org/web/20050620220959/http://www.kamain.com/games.php

edit: kamain's world forums seem to be converted and preserved, but further archival of the game's existence here anyway: https://www.tapatalk.com/groups/kamainsworld/one-final-scream-is-complete-t2626.html

https://rpgmaker.net/users/SegNin/locker/dddddddd.txt segnin probably does have it though, just have to wait for him to appear.

[RM2K3] [RM2K] No Autobattle feature

Use a common event with Begin Battle trigger for settings things up before every battle.

Boulevard of Broken 2k3 Dreams

upload the project on 56k dialup connection to REALLY set the mood

[RM2K3] [RM2K] No Autobattle feature

Allows for activating/deactivating specific options to choose from in the combat menu. It works only during combat, so calling it directly on the map before an encounter has no effect.

it needs to happen inside the battle events

Unity

What? It's still free to download.

Naruto RPG maker 2003

to be honest I thought this was for the rm2k3 event

PSA: DO NOT Use Unity (Or RM Unite)

Well I got curious about the actual calculations. Let's say you're using Unity Pro. And you're making F2P games.

Let's say you get 1,000,000 downloads a month. So 12 million downloads within the year. You also make a $1,000,000 in your first year (December). Due to whatever the circumstances are, but high downloads/low rev is pretty common. You meet the lifetime and year thresholds by year 2.

So lets say 500,000 dls in the first month of year 2. Just bad luck whatever,

You owe Unity 36,000 dollars. (500,000 x 0.075) Based on standard country rates because fuck it.

A month. Let's say this keeps going. Just under 500k downloads a month.

So that's 360,000 owed to Unity by end of year 2. You might not make a million dollars by the end of year 2 remember, maybe business is bad, advertising good, you only need to pass the threshold in the last year even if you make half a million in the 2nd. and 360,000 gets taken away? Cause your downloads were still good? We're not even counting the revenue share taken by the release platform, ad middleware (the ads you use to make money, the money you spend on ads to advertise the game, taxes, and the cost to even develop the game. You then compound this with multiple games draining money like this, then yeah you could very well be losing millions. A million dollars is not a lot of money to keep the lights on and employees paid. That's like what, 20 people with an average salary 50k? barring every other cost. If you make more than a million dollars on an unreal engine, you pay 5% ($50,000 lowest possible). I don't need to comment further on the comparison.

Source: https://unity.com/pricing-updates (Under: How is the Unity Runtime Fee calculated?)
https://blog.unity.com/news/plan-pricing-and-packaging-updates

Note how they used 2 million dollars revenue and a 5 Million download count for their example. Their calculation is 23k but the most important thing is they leave out the yearly detail which is potentially 282,000. If you keep deflating the revenue and increasing download count, the math does really screw you over. You could lose 100% of your revenue in extreme cases. It just doesn't scale. They make the calculation confusing, then they make example just a little bit misleading, and suddenly oh yeah if you make a couple of million dollars total getting 23k in your bill is nothing. Not misleading at all. Totally worth engaging in good faith.

If I'm wrong about any of these details, I don't care. This whole thing is designed to create confusion and have people jump through hoops to even understand how it works. They made rules, and the rules aren't fair, why be be fair to them? Why give a corporate entity the benefit of the doubt? Hashing out the details isn't productive or useful in this context.

[RM2K3] [RM2K] No Autobattle feature

install maniacs patch: https://www.rmteka.pl/maniacs-patch-wont-bite-you-3-new-features/

"Change Battle Command Ex"

part 1 has install instructions

PSA: DO NOT Use Unity (Or RM Unite)

author=Strak
Oh, make no mistake, it does sting for big time developers that have used the service up to this point and already pay for a pro subscription, but let's face it: the makers of Unity are business owners. They can do whatever they want with their service. If you don't like it, don't use them. Use someone else, or god forbid you learn how to make your own engine. They're under no obligation to offer anything at all, and they have every legal right to charge whatever they deem fair for their product. But my point in saying that it's generous is that the only developers actually affected by this are ones who have used their service to generate considerable profit. They're not charging some small time dev to use Unity. They easily could, but they aren't. And also, they're only charging people who's games make over $200k in revenue within 12 months. That stipulation could easily be in lifetime sales. I don't know about you, I think that's pretty lenient.

I work at a mobile game company that employs people that has created an entire catalog of unity games, even if we switched engines, it would apply to the back catalog of games that a lot of revenue comes from (not from retroactive installs, but any installs going forward). This isn't a problem that applies to a hobbyist dev that gets 10 reviews on Steam sure, but you're largely ignorant of how much of an impact that it's having on the F2P industry that's based on spreading the games as much as possible. Every mobile game you have ever played has probably been made in Unity. Business is pretty shitty now for ad based games due to Apple changing a lot of things + inflation whatever. This is just costing money, jobs, pipeline changes for no actual good reason. My bosses are fucking pissed. The ""rational"" and ""logical"" thing to do is to fight back and not put up with this.

The nature of the install fee and whatnot makes no sense whatsoever (hard to enforce, no distinction between F2P or premium, the ToS being retroactively changed is due for a class action lawsuit). I have a friend who worked at Unity at some point and has heard worse ideas that have not come to fruition. Being the "adult in the room" about this and defending a company with insane policies is just, misguided to put it lightly. You need to broaden your perspective before you jump to platitudes.