Is C2 limiting your work options?

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Post » Sun Jul 12, 2015 5:10 pm

You don't need a license to make a plug, so its not really locked, just an extra hurdle.
One possibility is to provide a way to update a plug in an exported game, without having to use C2 perhaps.
The plugin sdk should allow for any needed api changes.
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Post » Sun Jul 12, 2015 6:37 pm

There have been discussions on this in the past. Kinda hard to find them though (most licensing searches bring up C2 licenses). The consensus was the majority of these "publishers" don't want games built in engines like C2 because they can't easily modify them or integrate their APIs. They'd have to write numerous plugins and such specifically for you game, and they aren't going to bother with that. Pretty ironic considering this is apparently where HTML5 games shine.

Thing is, you'll hear about GM:S HTML5 games being licensed left and right. There's even...that one guy...who claims to make tens of thousands a month licensing HTML5 games made in GM:S...though personally I think it's all bullsh*t to help push his book filled with common sense marketing stuff. Anyway, what makes that so different?
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Post » Sun Jul 12, 2015 6:49 pm

twg wrote:
Prominent wrote:The way around this issue is to make yourself standout so that it isn't an option for them to go to other people. If you are really good at what you do, then people will accommodate your needs because those are what help make you better in the first place. If you're just doing work that anyone else can do, then there's many people who can replace you.


While this advice might be true for many things in life, this is not the case here. In the world of licensing and contract work you can make the best game ever, with some new innovative mechanic, a game like no other that no one else can or has made, many sponsors/portals will tell you they really like the game and are interested in purchasing, but they don't accept C2 games, especially some of the bigger ones. Likewise companies looking for contract games made are looking for devs to use other engines as well.

While I can appreciate good advice, make better games, work harder, stand out from the crowd, have a bigger or better skill set is not the answer or solution to what I am asking.

Now if anyone has any input that is actually working with licenses and contract games using C2 I would love to hear your experiences, both negative and positive.


I don't understand what you're looking for then. If what you say is true, then it seems like your only option is not to use C2.. or find more that accept C2.
How many have actually told you they don't accept C2? How many games have you made?
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Post » Sun Jul 12, 2015 10:20 pm

@Prominent HTML5 game licensing is actually a pretty weird field, I recall sole topic where people said they won't upgrade to a newer C2 in the past because the fullscreen was not working on an iPhone5 (I think) and so nobody wanted to buy anyone anymore.Basically, it seems to be like there are a set list of discutable requirements that cannot be bypassed, if your game is not exactly on those lines they won't bother and simply throw it away or ask you to fix it before watching it seriously.

Kind of like "My solution can cure cancer!"
"Well yeah but you are killing people to extract it, we can't do that"

But more like:"My game is a 100+hour game which is fine for a nice demographic!"
"Well yeah but we cannot modify it in the future ourselves you know... You do know that we simply won't even bother if it does not"

@Tokinsom I would not say it shines there, it kind of tries to potentially work in a clumsy way, but I would not say it is a good thing, seems more like a workaround to market to me.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Mon Jul 13, 2015 12:09 am

Tokinsom wrote:Thing is, you'll hear about GM:S HTML5 games being licensed left and right. There's even...that one guy...who claims to make tens of thousands a month licensing HTML5 games made in GM:S...though personally I think it's all bullsh*t to help push his book filled with common sense marketing stuff. Anyway, what makes that so different?


I reasonably certain that I've worked with a few of the publishers TrueVallaha has - the claims aren't that outlandish, my revenue on licensing alone is comparable.


Does C2 limit publishers?

Yes, absolutely.

Straight out the door you've lost access to what I like to call flip-publishers, these guys take your game, whack their "propriety software" on it (usually cramming as many interstitials as possible) and throw it on their portal. These guys have no time for C2, they're after the fast buck. They buy in bulk and it shows in their pricing - you're not getting more than a few hundred dollars for this.

The bigger players actually care about your games, and many of them are well aware of C2. Even a cursory look of popular portals and source-flipping sites will show you that ".capx" is quickly entering common HTML5 parlance.


Does C2 limit you?

Not so much, but always establish up front, before any work is done, that the source will be .capx - after that, you'll have a great time.

...Until next year when the source flippers and reskinners have well and truly ran the market into the ground - time to start to learning casual-style vector art folks, that's where the money's going to be....
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Post » Sun Jul 19, 2015 6:57 pm

Prominent wrote:The way around this issue is to make yourself standout so that it isn't an option for them to go to other people. If you are really good at what you do, then people will accommodate your needs because those are what help make you better in the first place. If you're just doing work that anyone else can do, then there's many people who can replace you.



Sounds good in theory and does work in other fields. But in this business, you pretty much have to always conform to your client or be stuck in a niche market.

You make a game that would blow an entire franchise out of the water. Stubborn companies will ask if you support their in house setup. If not, they will pay their own devs to just clone you and release it under their own title, while legally saying it's inspired by yours. When you speak up about copyright lawsuits, they lol in your face and say: "come at me bro".

From what I've seen, this is also "Big Business 101".
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Post » Sun Jul 19, 2015 8:39 pm

@jermfire , if your game is easily cloned, then you may want to rethink whether that game is as good as you think it is- so you're basically proving my point.
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Post » Mon Jul 20, 2015 6:05 pm

Prominent wrote:@jermfire , if your game is easily cloned, then you may want to rethink whether that game is as good as you think it is- so you're basically proving my point.


If it is easyly cloned, they will clone it, if not, they will probably drop it and continue with their casual templates or other contents, for one they refuse, there might be dozens of others "just enough" content that are availiable to them, also the requirements they have can limit a lot what you can actually do, and if your game is awesome, fine, but it does not work on their market targets and so, they are not interested.

Which I find kind of a sign of an unstable market (templates are becomming more and more cheap I think, and if their requirements don't change or don't evolve, those templates will be enough for them for quite a while, which could be disastrous for some.), but an unstable market is still a market that has its rules, even if they differ of clasical ones.

You can still have an accord with them if they know what they get into, but for them, it is a favor they are doing to you, not the opposite.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Thu Jul 23, 2015 1:14 pm

@twg

never had to move to another engine, but i never mentioned what tools i use, i just mentioned html5 thats all. and 90% of them dont have a problem with it. they even encourage it, however not sure what wold happen if id say Construct2 ... i think most of companies look at tools based on their communities and the community progress and publishing, so that means, if the arcade in community is what they evaluate the C2 for its never going to be a good product to use. since all arcade games are same cloned templates low quality buggy things.

but if there wold be more quality content and good performance products i think they'l reconsider, also its a matter of marketing C2 .. i seen a few issues along side.. and some people are ranting at C2 cause they dont know really what it is but what they read from others(good example Pencyl - i changed the initial letter for not making them look bad- its a flash similar to c2 game engine, that has a similar community but .. its supported by haxe and ... tadadadaaaa Kongregate.. and we all know what its going on kongregate forums... well lets just say its a part of that bar corner where everything smells fishy and people are not worth trusty... and considering that most companies are using kongregate... they also see news feeds and user updates which rant the usage of c2 after trying it 1 time - by 1 time im saying like 30 seconds- or by playing some crappy demo games... and also to mention that most of this people dont know the difference from a demo and final product but hey.. i dont judge... * please santa...* )


however letting all the things that annoys me most in the web wide world, its all about how you sell your skill sets i guess. no big company will actually tell you what they are using... i seen a indie game company saying they do game right? so i asked the support for some more details of what they where using, and they where saying to me.. that all code its in html5 .. however when i got my source back... i got a html5 browser compiled game and funny a archive with the source files containing a caproj.. i wont say the business name but its pretty big and its funny cause if you check their website there is no mention of the tools what they use.. but.. they using .. so i think in end what you dont know doesn't hurts you right? :)) same goes for the people you will work for.

i hope i made any sense ... and im not just losing my mind..


Cheers,

George
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Post » Mon Mar 20, 2017 6:48 pm

I realize that my comment is a bit off topic and it won't answer your question, but I'm new to all the options of programming games for online/mobile access. One thing that sticks out in my mind is, the companies that state that you can hand them a ZIP of your HTML 5 project and they'll "wrap" them for mobile use... but, this relates to pushing your game to stores yourself (not doing work for another company). But, I can imagine larger companies having tested particular HTML 5 frameworks/engines and having an investment in the tools they used that focus on those frameworks. I certainly don't know what the pie chart looks like for exclusive framework usage, but I can see where it would exist in cases where you're coding for them. You're question has got me interested in the what this pie chart might look like!
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