License

Discussion and feedback on Construct 2

Post » Mon Jul 04, 2011 9:51 pm

Has a license for the beta been determined? I know the editor specifically says no commercial games, but I'm wondering if that will be the rule for the entire beta (i.e. no commercial games for the next 1 - 2 years?) or will commercial use be allowed after the early adopters license is available? Also, what is the plugin license? Are there any limitations to the types of plugins that can be made? I hope I didn't miss a post explaining all of this.

Thank you.
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Post » Mon Jul 04, 2011 11:11 pm

Don't know if this still stands but check
THISSagal2011-07-04 23:11:56
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Post » Tue Jul 05, 2011 2:36 am

We'll have both discount (standard) and commercial licenses, and cheaper versions of both when we release early-adopter licenses. I'm hoping we'll have early adopter licenses on sale within a few months, so if you're little brave and want to make something commercial with beta software, there'll be a license for it. (There'll also be a free edition!)

There won't be any limitations on plugins. In fact, the same goes for exporters - you can extend Construct 2 in any way you see fit, and we won't stop you. I'm toying with the idea of releasing the HTML5 exporter, the Javascript runtime and all plugins under a BSD open-source license. I can't see any reason not to, but for the time being I'm playing it safe and keeping the exporter closed while we work out the license specifics and finish core features of the editor.Ashley2011-07-05 02:39:27
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Post » Tue Jul 05, 2011 2:47 am

What are differences between free edition and commercial license?
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Post » Tue Jul 05, 2011 3:02 am

We're still working out the specifics. You'll find out soon :)
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Post » Tue Jul 05, 2011 3:55 am

Thank you Ashley that's exactly what I wanted to hear. Does no limitations on plugins or exporters included commercialization? I'm particularly interested in writing a multiplayer plugin as I'm quite good at client and server side programming - I especially like using JavaScript. I was concerned that might be an issue as it may (but highly unlikely) compete with your multiplayer plans.
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Post » Tue Jul 05, 2011 1:51 pm

Sure, you can commercialize any of your plugins/exporters as you like. You'll probably run in to problems trying to sell plugins in C2 though - they're just text files containing javascript, so preventing copying is basically impossible. However, you could sell exporters or the server-side part of a multiplayer plugin.

I'm not worried about any plugins/exporters competing with official ones. In fact, if your multiplayer plugin is good and there's a free edition of the client-side plugin, I don't see why we'd need to write another when we could just promote yours. If you go ahead with this and want to collaborate in some way, shoot me a message and we could try to sort something out.
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Post » Sun Jul 17, 2011 7:57 pm

[QUOTE=Ashley] ... You'll probably run in to problems trying to sell plugins in C2 though - they're just text files containing javascript, so preventing copying is basically impossible.[/QUOTE]

Sorry to tell, but today, even raw EXEs are not so difficult to edit. There are million of tools to edit executables, and NOTHING can stop crackers, pirates and everything others.

That is the reason for me not to care about them, anymore. I can still sell licenses to use my products, cease and desist unlicensed people and do everything about. Even if I sell compiled EXEs, soon or later, they will be cracked, modified, reverse-enginnered and so on.

And, im modern world, people prefer to play the games. Most of my open-sourced games with online scoring did not even got cheaters. Except a mario game written in C++ that cheaters abused.

So software protection is very good topic, and very large one, but source code is not the only way to edit an application :)

so, [quote] You'll probably run in to problems trying to sell plugins in C2 though - they're just text files containing javascript[/quote] - you can also run in these problems, and most likely will. They cracked your competiton - Game Maker - on its release day. If Construct goes commercial AND gains enough market share, it will get beaten.

I am not telling this to discourage any of developers, I tell facts. Facts that Apple and Microsoft face every day, and facts that everybody faces soon or later, including me. That is the world. And don't forget. Even if iopensourced, like Construct Classic is, more of users even don't care. Many of users can't program in C/C++, so they will never ever think to check out these sources.

Just as in the HTML/PHP world. My clients CAN build their site with photoshop and joomla... but they just don't want, So they pay me to do the job. And I do the job, using GPLed software. And they don't even care about their sources.

HTML5 games share the same problem. Their source is visible (this do not mean it's open, though!). It's you that make the license. And minified code can be deminified with 2-3 clicks.
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Post » Sun Jul 17, 2011 8:21 pm

Given the nature of C2, and its ease of use, it would be just as easy, if not easier for someone to replicate the events rather than dig out your code. Seriously you would be better of copyrighting asset's, such as graphics rather than infinitely reusable code.
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Post » Sun Jul 17, 2011 10:13 pm

To put this thread back on the proper track, my post had nothing to do with protecting my code. I'm not going to worry about something that hasn't even happened yet: my code being stolen. Even if it happens and too few users of C2 are willing to pay for anything (I have some big plans for C2) - but perfectly willing to pirate - I'll just close down shop and move on. I'm not depending on it for my livelihood. With this post I just wanted to be sure making plugins, server side apps, and exporters of any type are allowed and can be commercialized. Ashley provided good answers.
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