I ended up grabbing the Affinity bundle since it's half off despite concerns about Canva. I'd expect even if they end up moving to a subscription I'd at least have the versions I bought for an extended amount of time. I still have a working copy of Photoshop CS 5 as well. Hopefully we see Affinity remain committed to affordable non subscription plans but if they don't I think the one time purchase will last me a long time. If they put out a version 3 without subscription and it's compelling i'll upgrade, if not i'll continue to use 2 for I'm sure years to come.
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I'm in a lot of gamedev communities and I'm not seeing any complaints. Everyone agrees this is fine. I believe if they announced this initially people probably would have complained but nothing close to the backlash there was. Most people just don't trust Unity after this. This is after all the second time we're getting a promise not to change the terms on an existing engine version as a result of backlash. How long until the third?
This is basically everything policy wise they needed to do to quell the storm. This is honestly what should have just been announced originally. So much reputational damage just to arrive at a reasonable model weeks later.
I'm happy for all the Unity developers out there that are breathing a sigh of relief. Hopefully they can ship their ongoing projects but I'd be hesitant about a continued long term relationship with Unity after this.
This isn't the first Unity backlash and I'd be surprised if it's the last.
We've been calling it "Install Bombing" after the common abusive practice of review bombing. Unity claims they have anti-fraud systems in place and you can always appeal with their fraud team but I don't have an reason to blindly trust a black box that when fails makes Unity more money and puts the burden on me to prove otherwise.
This video[1] talks a bit about this from a lawyer's point of view and is a really good overview.
For people who are not paying as much attention to this I'd like to summarize the main points of frustration.
1. Unity has just shown they believe they are able, and they are willing, to change the terms on what you have to pay them. What are the bounds to terms like this? What if Unity is tight on money and decide to squeeze developers further? The risk to continuing business with Unity is very high as you have unknown future exposure.
2. The monetization model they've chosen is tied to installs, not revenue. On the initial day of announcement they even claimed re-installs would count but they've since walked that back (or "clarified a miscommunication"). Unity has been extremely wishy-washy on how they even plan to track this mentioning proprietary systems they can't elaborate on and your only recourse is to appeal if you think they got the numbers wrong. This is not a metric tied to your revenue and is difficult to plan around.
There are a lot of people arguing against a strawman of people who don't want to pay unity but that is not at all what this is about. Unity chose a terrible model they can't even explain for how they want to bill people and apply it to all past games that use the engine for all future sales.
This would be similar to if Microsoft said everyone who ever built anything on C# has to start paying a fee for every future install because it includes the .net runtime.
To add to this I found these tutorials good starting points for a structured lesson with my kids. Would do about 30m-1h a day (mostly up to whenever they get bored). When we started off we'd focus on letting them run the GUI changes and I'd work on the code and explain the concepts to them until they started wanting to do the coding themselves.
After that my son wanted to switch to making his own game so we've been re-implementing boss fights from cuphead and lately he wants to make an idle game.
I've also found its fun to just get them to be part of the design process in game jams. It's really great to see the creative ideas that come out of young kids and game making with kids has been super fun and educational.
I've been doing Godot development with my 9yo and he loves it. If you're looking for something with less emphasis on text based programming Construct and GDevelop are engines I've heard good things about as a continuation from Scratch.
This is definitely a known issue that I've personally experienced but is even listed as a warning on the docs[1].
> Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0. We recommend using macOS and iOS native export functionality instead, as it will also result in better performance.
> Godot 3's HTML5 exports are more compatible with various browsers in general, especially when using the GLES2 rendering backend (which only requires WebGL 1.0).
Web exports are essentially unusable for Mac users. It's the biggest complaint I get from my games using Godot 4.x.
When I first started programming I used to quote this post. A bit later on I realized I was making excuses for my Not Invented Here Syndrome. Now I favor getting things done, though my NIH Syndrome still peaks out every now and then.