Game Maker Dev Studio
#41
Posted 23 April 2011 - 04:10 AM
#42
Posted 23 April 2011 - 04:14 AM
#43
Posted 23 April 2011 - 04:31 AM
There's one thing I'm wondering about. Will it be possible to test your game directly on your iPhone / whatever device you use? For example, with PSP I doubt it will be. However, this is essential in developing a good game for the specific platform, in my opinion. Especially with iPhone and iPad you'll really want to feel what the game plays like on the touch screen. If that isn't possible I would consider using a different program, even though I *love* Game Maker for its ease of use.
EDIT: Or maybe it's perfectly possible. I just have no clue about the legal and technical difficulties...
Edited by 2Dcube, 23 April 2011 - 04:36 AM.
#44
Posted 23 April 2011 - 04:46 AM
$199+ sounds good to me. It will be a little expensive for some but I fear if it's too easy for anyone to publish their games it will bring down the overall quality of GM games. Game Maker Studio should really be for the folk who are serious about their business. (Oh and YoYo needs to make money remember!).
There's one thing I'm wondering about. Will it be possible to test your game directly on your iPhone / whatever device you use? For example, with PSP I doubt it will be. However, this is essential in developing a good game for the specific platform, in my opinion. Especially with iPhone and iPad you'll really want to feel what the game plays like on the touch screen. If that isn't possible I would consider using a different program, even though I *love* Game Maker for its ease of use.
EDIT: Or maybe it's perfectly possible. I just have no clue about the legal and technical difficulties...
I believe on PSP you can hack it to run your games.
On iPhone, as long as it's developer enabled, you can install the generated .ipa through XCode.
#45
Posted 23 April 2011 - 05:36 AM
The dreamers.
Sure, YoYo is currently making money by taking a cut of mobile games they are publishing. But there is always going to be a limit to how many games they publish. It's not like you just create a game, submit it, it gets published, and YoYo gets money from sales. That's where the dreamers come in.
The dreamers come in all forms. From teenagers who want to grow up to be game developers to hobbyists who think maybe they could bring in a little supplemental income from creating the next Angry Birds. Why take the chance to hope that YoYo accepts your game and give up half of the profits from each sale? If you have the $200 or so, you can just drop it down and publish your own games. YoYo gets $200 and doesn't need to put time or money into quality control/publishing/advertising your game. Whether it is a hit or fails, they just made $200. You might never even get around to publishing your game, and they still just made $200. Sure, they might miss out on some income opportunities, but I'm sure it will all be evened out (or tipped in their favor) by the pure number of licenses sold.
#46
Posted 23 April 2011 - 06:37 AM
#47
Posted 23 April 2011 - 08:05 AM
You can easily downgrade you PSP to allow homebrew apps and games played directly from the memory card, but its ilegal. You should be able to ask sony for a permission trough, but i have no idea on how that works.. YYG should know, they do it all the time..
No it's not, a DMCA exception was added that makes jailbreaking, hacking devices, and all of that stuff legal. It's just not legal for game consoles yet.
Edited by ugriffin, 23 April 2011 - 08:06 AM.
#48
Posted 23 April 2011 - 08:36 AM
You can easily downgrade you PSP to allow homebrew apps and games played directly from the memory card, but its ilegal. You should be able to ask sony for a permission trough, but i have no idea on how that works.. YYG should know, they do it all the time..
No it's not, a DMCA exception was added that makes jailbreaking, hacking devices, and all of that stuff legal. It's just not legal for game consoles yet.
Yeah, so it is illegal to hack a PSP so don't bring it up as an option. I would assume YoYo likely test the games on an official devkit PSP console which costs money.
#49
Posted 23 April 2011 - 09:26 AM
#50
Posted 23 April 2011 - 09:38 AM
Well, it's not going to be. You'll have to keep those screams inside, for night-time.I would scream if this was free!
#51
Posted 23 April 2011 - 10:32 AM
Yes, but we know what the general Game Maker community is capable of....nobody knows what this thing will be capable of...
The one consolation is that a higher price for the GM Dev kit will reduce the number of beginners using it.
#52
Posted 23 April 2011 - 10:41 AM
Whatever, Chance.The one consolation is that a higher price for the GM Dev kit will reduce the number of beginners using it.
#53
Posted 23 April 2011 - 11:47 AM
The one consolation is that a higher price for the GM Dev kit will reduce the number of beginners using it.
That's...not necessarily a good thing?
#54
Posted 23 April 2011 - 12:11 PM
No idea bout Gamesalad, but I'm pretty sure that Unity developers don't give a damn even if GM will be able export to Amiga.
They got tons more commercial games released with their engine and a lot of companies using their product. They recently signed a multi-year contract with EA who will be using Unity for AA titles. Yoyogames still got lots of work ahead before even hoping competing Unity. And I doubt they plan to do so anyway.
I know a few Commercial guys who use GameSalad *only* because it's currently the only "easy" way for them to get games onto iPhone/iPad, some of them use GM as well & much prefer it... given a choice between GM & GameSalad, I'm pretty sure that many GameSalad guys would jump ship asap, because GameSalad is not very flexible or powerful, I've played with it myself, it's actually not so nice at all compared to GM (imo)...
GM is a much nicer dev tool.
I also know a few Unity developers who don't like Unity's fiddly/complicated workflow (kind of the opposite problem to GameSalad), I can see at least some, probably many of these (in particular the less "programmer types" & those who only want to develop 2D games) jumping ship to GM because of GM's "ease of use/workflow".
GM stikes a nice "middleground" between "ease of use" & "power/flexibility", & I think it'll be a big success once self publishing kicks in.
About competing with Unity:
Well, they wouldn't be in direct competition.
YoYo's business model is different (with multiple income streams) so they are not completely dependent on self publishing licensing in the first place...
and GM is (primarily) a 2D development tool, whereas Unity is (primarily) a 3D development tool (it's comparatively quite fiddly/time consuming to develop a 2D game with Unity)...
so I don't think YoYo/GM would ever really be in "direct" competition with Unity as such.
In reality, I think they'll both do well & appeal to different markets.
(Also, I think in time that YoYo/GM will snag big company deals too...)
Sorry, my post you quoted was meant as an enthusiastic, over the top "This is great!!!" type thing, I didn't mean it to be taken quite so literally
Edited by dadio, 23 April 2011 - 12:13 PM.
#55
Posted 23 April 2011 - 01:10 PM
Will it be possible to test your game directly on your iPhone / whatever device you use?
For anything like that you need to purchase an SDK from the developer. With Sony, for instance, this will get you a big block with a PSP attached that you can use for testing unpublished games. With Apple, a developer's license gets you the software necessary to add testing stuff to your iPhone, iPod Touch or iPad.
#56
Posted 23 April 2011 - 02:28 PM
D:
D:
D:
D:
im really looking forward to the release of this.
#57
Posted 23 April 2011 - 05:29 PM
Will it be possible to test your game directly on your iPhone / whatever device you use?
For anything like that you need to purchase an SDK from the developer. With Sony, for instance, this will get you a big block with a PSP attached that you can use for testing unpublished games. With Apple, a developer's license gets you the software necessary to add testing stuff to your iPhone, iPod Touch or iPad.
With apple, when you purchase the SDK, you get a powerful emulator for testing your games. I don't believe you can deploy and test right on the device. Even if you can, it would require a mac. Otherwise, you would need a jailbroken device to deploy and test your game on Windows.
Also for the PSP, I believe the SDK is somewhere around $4,000.
That is just the traditional way, but YYG could easily make their own deployment/testing system since all game data is interpreted anyways, IF the Apple/Sony/etc agreements allow them.
#58
Posted 23 April 2011 - 06:47 PM
About 3 years ago, Sony cut that price to $1500 USD.Also for the PSP, I believe the SDK is somewhere around $4,000.
(Not a critical part of this discussion, but just wanted to get the facts right.)
.
Edited by chance, 23 April 2011 - 06:48 PM.
#59
Posted 23 April 2011 - 07:19 PM
Edited by Fireball16, 23 April 2011 - 07:20 PM.
#60
Posted 23 April 2011 - 07:28 PM
snip]
With apple, when you purchase the SDK, you get a powerful emulator for testing your games. I don't believe you can deploy and test right on the device. Even if you can, it would require a mac. Otherwise, you would need a jailbroken device to deploy and test your game on Windows.
Also for the PSP, I believe the SDK is somewhere around $4,000.
That is just the traditional way, but YYG could easily make their own deployment/testing system since all game data is interpreted anyways, IF the Apple/Sony/etc agreements allow them.
Yes, Revel is right. As a OS X developer, I know for a fact that you can load .ipas via an XCode utility known as Organizer. Once an iOS device is developer enabled (via Organizer) one can load any .ipa to it. There's restrictions, naturally, but it boils down to that. Thus, yes, you need a Macintosh to test stuff.
On Windows, one would have to jailbreak, which is not that much of a fuzz, really.
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