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    Prepairing for distribution

    Hello Epic staffers, and community members

    I've got a few questions regarding the preperation for game distribution.

    Generic questions:
    • How can i change the .exe icon and info properties?

    Currently it has the UDK logo and creator info, Which can be seen in gray text underder the icon: Epic Games, inc.
    or in the properties view: Copyright: Copyright 2009 Epic Games, Inc. All Rights Reserved. etc etc..
    • .exe namechange?

    Will there be problems (license wise or technical wise) problems if i would change the udk.exe in the end distribution setup? to something more usefull, like e.g. if my game is called: whoopydoo, the exe set to whoopygame.exe
    • Changing the splash image?

    Am i allowed to change the splash picture for my game, instead of the default UDK splashscreen?
    • Can i create a launcher within whatever language?

    that e.g. checks for updates, and on itself launches the main executable for the game? (like Ubisoft™ does, on most of their published games.. )

    Or pack the main executable inside an archive, encrypted e.g. or own binary format, that my own launcher extracts into memory, and run from there (so that they cannot run the main executable directly). (so you can utilize copyprotection shemes, or force users to check for updates)
    • No beginner friendly tutorials/setup guides for UDK specific

    Although some users have created tutorials themselves, gearing at first timers, Epic themselves have not.
    The UDN information is too fuzzy, not very consistent, and a mixture of MODDING info, UDK info, and full license info.
    However, the information besides being fuzzy, is also incomplete.
    I wonder if Epic is planning on a series of (noob) friendly tutorials from start to end, with ab example game, including asset creation explaining in detail, scripting, how to use the editor modules (like kismet, ui editor, etc etc), in video format. Seeing is easier to remember than reading, as many researchers have proven!
    It's not difficult for Epic to make, and if they don't have the time, why not do a deal with 3dBuzz, to provide access to their VTM's on UE3?

    Afterall, the clearer the information (guides/howto's/tutorials) are, the more productivity there will be (and more commecrial licenses too)

    Commercial license questions:
    • Will the commercial license include a different fronted tool?

    And i mean the options available for the packaging part, like instead of using the build in installer, being able to use a thirdparty one, like installshield or NSIS etc..
    In the latter case, the installer would either create a special directory, e.g. distributionready, with all the neccesary files in it, OR create an archive, which contains everything, including thirdparty stuff, like directxruntime, physx runtime, vcruntimes etc... So it can be used in a thirdparty installer.
    That way it gives a more seamles flow of appearance to the audience.

    Or will the next edition of the UDK (commercial and non commercial), e.g. post beta stage, include addtional options to the frontend tool?

    In the current way, end users could be confused on WHO created this game. (epic logo's en naming all over, during installation alone!instead of the publisher AND/OR creator's logo's naming, like most if not all games have.)

    • When will the buy option being enabled?

    Currently on the licencing information page, there is a colum that gives you to option to buy either of the commercial licences, however the button underneath the options, says "coming soon" so it's not effective as of writing. When will this be effective? (i guess when UDK is out of beta, but i just want some clarification)

    • Royalty clarification

    The current bearing royalty examples in the license information are a bit fuzzy.
    As you can see in a growing thread here, about this subject, many users/developers have no real clues, about the term revenue, and how this works for Epic.
    Maybe Epic should add another example that clarifies the more RL examples with distributors etc.. instead of home publishing as the current examples explain.
    And in what intervals are the royalties checked? monthly? quartely? yearly? No information on that part either.

    #2
    "The UDN information is too fuzzy, not very consistent, and a mixture of MODDING info, UDK info, and full license info.
    However, the information besides being fuzzy, is also incomplete."
    I agree.


    Afterall, the clearer the information (guides/howto's/tutorials) are, the more productivity there will be (and more commecrial licenses too)

    I agree Too!

    Comment


      #3
      This is a good summary thread of issues. Would be good to have them all answered by Epic.

      Comment


        #4
        I don't work for epic but I can help with a few quick fixes to these issues. These are just from my understanding of the EULA.

        Can i create a launcher within whatever language:
        The EULA doesn't state anything about using any other language beside the UDK to act as a launcher and or aid in your game. So i belive you are free to do so.

        Changing the splash image:
        Yes you are allowed to change the splash screen. It in no way conflicts with the license agreement that you agree to. UDK EULA
        If you’re wondering how to change the splash just open the UTGame/Splash/PC Directory and modify the EDSplash.bmp and the Splash.bmp

        .exe namechange?:
        As before you are allowed to change the name of the .exe to whatever you wish. Read the EULA

        Comment


          #5
          You're not allowed to change the splash image at the moment, but it's something they're looking into. I asked that before I released Prometheus.

          Comment


            #6
            excellent questions - commenting here to have it saved when/if they are answered!

            As I am in a position that I have never played Unreal (yeah) I found Unreal bonus DVD (with 3d buzz stuff on it) of immense help. Maybe that information would help others who are not expose to Unreal as myself - it should be prominent somewhere on UDK site, or make those tutorials free for download.

            Comment


              #7
              The only issue i have with it all, is the splash screen (it should represent the game, not the engine - atleast for a commercial sold 25% rev game), but if thats being worked on, its all good.

              Comment


                #8
                UDK Problem



                The application is failed to initialize properly (0xc0000005). Click Ok to Terminate the application

                When i install UDK, Its showing that 'Installation Completed'. But When i am trying to open either Game or Editor its showing the above image/Matter.

                Can anyone please help me


                Thanks in advance

                Comment


                  #9
                  Originally posted by Angel_Mapper View Post
                  You're not allowed to change the splash image at the moment, but it's something they're looking into. I asked that before I released Prometheus.
                  I'm curious why this is the case, since The Ball UDK Demo was able to change the splash for their release, which wouldn't make much sense, if it wasn't allowed by others

                  Comment


                    #10
                    That is a good question.

                    Comment


                      #11
                      The EULA states that you cant remove any trademarks/logo's etc. I would imagine keeping the UDK logo on your new splash screen would not be a violation in anyway.

                      That's my take on the matter anyways.

                      Comment


                        #12
                        Well just do what other games do. Big image of your game logo as the splash. And then below it you have smaller icons of all 3rd party software in the game. Important thing is that the logo is there and readable.

                        Comment

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