Proposed licensing model (take 2)

Discussion and feedback on Construct 2

Post » Thu Mar 03, 2011 12:18 am

We talked this topic to death.
It is clear that more people like the idea then dislike it.
It is time to start implementing it.
But you guys need to clearly have a faq on this licensing model.
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Post » Thu Mar 03, 2011 12:42 am

[quote="toralord":2wyoeh4v]It is clear that more people like the idea then dislike it.
It is time to start implementing it.
[/quote:2wyoeh4v]
Here's the thing, this isn't only for the current Construct 0.x community. Even if everyone here liked the idea, if it ended up making less people buy it in the end, then it's a bad idea. This is about a business model, not what current users want, but what will get the most money overall.
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Post » Thu Mar 03, 2011 1:09 am

You know, it's not that bad of an idea. I say go for it- though I'm still going full behind 0.x till I can see the full power of C2 as something comparable. I think you guys are too hard on yourself; C 0.x is far from a 'failure'!

Hope this thing starts getting itself off the ground.
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Post » Thu Mar 03, 2011 10:48 am

I'd like to know more details.
Does the Discount license allow me to sell games ( for example via Steam) I make?
Who need to buy a Commercial license?
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Post » Thu Mar 03, 2011 10:54 am

The difference is turnover.

If you are selling less than $20,000 a year of games, you only need the discount license.

If you sell > $20,000 a year, you need commercial.
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Post » Thu Mar 03, 2011 11:40 am

Yeah, thanks I needed that.
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Post » Thu Mar 03, 2011 6:48 pm

Still think you're making it too complicated.

Just have 2 versions, a free version with a splash screen with no commercial license, and a paid developer version without splash screen and with royalty free commercial license.

I also liked the idea about the free version not supporting shaders.
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Post » Thu Mar 03, 2011 7:24 pm

[quote="Ethan":2yrswkn4]I also liked the idea about the free version not supporting shaders.[/quote:2yrswkn4]

I'd disagree with that, whether free or not should still support shaders, the demo version is meant to impress the user no? why giving them a limited version that does not support shaders? shaders and high quality graphics are the main things that make Construct what it is, the demo should have limits but not disabling OpenGL shaders completely, maybe it should not allow you to export games as standalone (as in .exe, html5 and so on) and you're limited to save it as a source code in the demo with a forced nag screen somehow but I dislike the idea to not support shaders in the demo sorry.
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Post » Thu Mar 03, 2011 7:39 pm

HTML5 canvas doesn't have shaders, anyway.
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Post » Thu Mar 03, 2011 8:32 pm

I think I will go for Game Maker with its Android exporter being published soon. Game Maker is already complete, solid, and worth the money (25 dollars).
You guys should revalue your project. Come on, you're not selling Unity, you can't charge that much money for a game editor that's not even in the beta release.
I hope you will revaluate the project, because it's not worth it.
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