[quote="thoughtzone":8qvhh2hr]do that mean we can no longer export in HTML5 with the pay-what-you-want version?
ima bit confused
[quote="Ashley":8qvhh2hr]If we did this, there would definitely be two licenses: an indie dev/personal use license, which would either be pay-what-you-want or really cheap so you guys don't lose out (I'm siding with pay-what-you-want), and the business/commercial/site license, where we make the moolah.[/quote:8qvhh2hr]
I would assume that this means that you will still be able to export to HTML5 as long as the game you are making is free. But if you want to sell your game then you will have to buy a license. I.E. the same sort of deal as Unity.
Does this mean that the pay-what-you-want version will have a splash screen, or at least a quick "Powered by Construct 2" logo that pops up in the corner on start? Because that would be fine. And that way you can find people that are trying to sell their games with the free version on Android or whatever by using that HTML5 wrapper program
Would the balance of a pay-what-you-want payment carry over to the license should you decide to buy that at a later date, or would you then be paying the full amount of the license on top of that?
And what sort of commercial viability does HTML5 have? Just playing devil's advocate here... I can see people paying here and there with the pay-what-you-want system simply because they like the program and want to support it, but I suppose I'm having a hard time seeing the need to buy a commercial license for HTML5 export. Unless people are really planning on using something like appMobi in conjunction with it. EXE and iPhone/Android native licenses would be a big draw, you might want to save the commercial license for those exporters.
I haven't voted Good Idea or Bad Idea yet... it depends on the details!