R100 *.EXE Export

Discussion and feedback on Construct 2

Post » Wed Aug 22, 2012 10:44 pm

@DalekAddison

Hi again,

okay - Fullscreen works fine - but do you have find a way to exit it?

KMag
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Post » Wed Aug 22, 2012 10:52 pm

[QUOTE=imothep85] 2900????people are crazy i never going to pay 2900 for conversion... wtf is that kind of system????
That kind of mentality can kill artistic productions 2900$...and what after were going to see Plugins for construct starting at 50$ and more???

crazy....

[/QUOTE]

I think You need to break of this communism mentality. No offense here :)

the creators of awesominium want to earn money on their product which is of course pretty normal. They are not doing it just like that to makethem or other people happy. and btw If you have professional game dev company you really do not mind paying 2900 dollars for something like this.Michal112012-08-22 22:59:09
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Post » Wed Aug 22, 2012 11:33 pm

@Michal11 agree.

If you are making more than 100,000 thanks to a third party middleware, then you can pay 2,900 for it!

They have to earn money to survive too.GamerGon2012-08-22 23:41:04
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Post » Wed Aug 22, 2012 11:34 pm

[QUOTE=Kyatric] [QUOTE=imothep85] yes isaw that...but its crazy hoz the things are...that make me crazy...[/QUOTE]

It's like having to pay an artist for graphics though.

Also, 50$ for a plugin wouldn't be that much. Considering it encompasses making the plugin but also maintaining for a long time even after it's made. It makes more sense in the end than 50$ for a single graphic which won't change/evolve over time, once it is done, it is done.
Do you feel outraged about 50$ sprites ? [/QUOTE]

Indeed! I have high hopes that the scirra store enables devs to sell their plugins - ($50 sounds a bit expensive though).

A pixel artist can eat up a huge chunk of your budget, and you have few options other than hiring/commissioning an artist, since good art is hard to find, expensive, non-exclusive and you can't get a consistent artistic feel by cobbling together the work of different artists.
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Post » Thu Aug 23, 2012 12:34 am

My feeling is that in a community like this things work best when software add-on by community members are distributed freely. Part of this is that...the idea of original code is suspect - most people build on other examples and unless you are coding in a machine language - well, should the "creators" of javascript get a percentage of your income?

But beyond that argument, I think it is amazing the kinds of things that can come out of an open and free community, as we have already seen. With the addition of shaders we will get to enjoy another method of participation and sharing. I can't see charging money for these things as being a positive development. It also raises the stakes for the developer and, in a way, puts some responsibility on Scirra, if they choose to share in the profit.

The way it is now, developers can make early releases, let the community beta test it and find bugs, and iteratively develop it on their own schedule, and everyone wins.

Art assets on the other hand make more sense to sell. It is easier to screen this process as well. If the quality of the art is poor, don't support it. With code, it is harder for both the consumer and the host to determine whether it is high quality.

All just my opinion and I'm very receptive to the idea my opinion is a lousy one.
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Post » Thu Aug 23, 2012 1:00 am

Well, the entire point of selling plugins is to sustain the developer, who can then make plugins/behaviors full time.
Free stuff will always come, but sometimes during plugin development you have a really cool idea that will take a lot of work, and you don't do it because you won't make any money.
In the end, plugin developers have to eat.

And it's not limited to plugins either! I'd love to see some neat shader effects for sale, as well as some crazy advanced examples and tutorials.
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Post » Thu Aug 23, 2012 5:24 am

Honestly, I don't like the Awesomium license terms either... The indie license is great (free up to a specific earning threshold) but then it gets way too steep, if my understanding is correct: the license fee is per game, not a one time fee like the C2 business license. i.e. I develop 10 games and finally make $100k in one year, I'll have to pay $29000 to Awesomium!
Am I right? roberto2012-08-23 05:25:03
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Post » Thu Aug 23, 2012 5:48 am

I honestly think it's pretty steep too. $2,900?! Like wow... what's up with that. I understand they have to eat as well, but why not if anything make everyone have to pay a low one time fee. Pay for the exe export in general. The fee that they're charging now just seems like they're getting all of the money that they could have made from everyone as a whole from only the successful devs just because they happened to be successful. I'm glad it's free for now (I wouldn't mind paying an extra smaller fee for the export itself) but I doubt i'll ever enjoy coming off of $2,900 for the exe export...

And from what I understand with GameMaker Studio, you pay for the exports individually but NO WHERE NEAR $2,900! I think it's like around $599 for everything and you don't have to pay that PER game. I'm not understanding why they chose to make it like this. Granted, most people probably won't make 100 grand in one year but why charge the ones that have/do that much?NotionGames2012-08-23 06:01:48
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Post » Thu Aug 23, 2012 6:01 am

I'm not bothered by the price. By the time you have to pay, you already have $100,000! That's a heckuva lotta cash. $2,900 is less than 3% of that. And if you don't make that much, it's free, which it's great for us small guys.
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Post » Thu Aug 23, 2012 6:07 am

I pulled this line off of the Awesomium website:

"Non-Commercial Use Limitations
Cannot be used for products created with the intention for profit"

I am creating my games with the intention of making a profit. So does that mean I do not qualify for the free license?

https://awesomium.com/buy/
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