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#1 NakedPaulToast

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Posted 22 April 2011 - 02:03 PM

The latest glog gives another peak into the future of Game Maker.
http://glog.yoyogame...p=3248#comments

The program includes a demo of "Game Maker Beta 8.1 Pro", and within an Export to option. This allows exporting to PC, Mac OS X, iPhone, iPad, Android, PSP, HtML 5".

Within the comments, Stuart Pool, refers to the new package as Game Maker Studio, and users no longer need to publish through YYGs.

April 22nd, 2011 at 12:58 pm
When Game Maker Studio is released (TBC), it will allow developers to make and release their games independently from YoYo Games.


This third tier of GameMaker explains the renaming of Pro to Standard, and appears to allow what many have been demanding since the ability for cross-platform.

Russell Kay then suggests it's still months away

April 22nd, 2011 at 2:15 pm
@All – This video was made using an earlier version of 8.1 (hence the Game Maker and the Pro) with some home cooked goodness – it is a hint of things to come and we are sharing it with you. We cannot set estimated dates yet so do not get too excited; more announcements will follow in the future, it will be months though not days or weeks.

This is a separate product(s) not the next Standard or Lite.


Edited by NakedPaulToast, 22 April 2011 - 02:18 PM.

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#2 Davve

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Posted 22 April 2011 - 02:15 PM

The program includes a demo of "Game Maker Beta 8.1 Pro", and within an Export to option. This allows exporting to PC, Mac OS X, iPhone, iPad, Android, PSP, HtML 5".

Now this is pretty awesome.

Edited by Davve, 22 April 2011 - 02:16 PM.

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#3 Tepi

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Posted 22 April 2011 - 02:19 PM

Now everyone predict the price.

$200 ?

$300 ?
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#4 ani12321

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Posted 22 April 2011 - 02:23 PM

Now everyone predict the price.

$200 ?

$300 ?


ooo not so much i think it will be $100
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#5 dadio

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Posted 22 April 2011 - 02:28 PM

Yep.
Pretty Legendary announcement! :ph34r:

Now peeps will have the option to work with YoYo *or* go it alone. :)

I believe that deafening howl of defeat & despair that's echoing throughout the lands is a duet of sorts...
coming from Unity & GameSalad HQ :whistle:
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#6 NakedPaulToast

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Posted 22 April 2011 - 02:29 PM

No reason to not include YT video here.

http://www.youtube.com/watch?v=QDyojHqlfuE

Now everyone predict the price.

$200 ?

$300 ?


I predict a price of $199(US)

Based on the statement Sandy said in the GMB interview.
http://gamemakerblog...er-html5-addon/

If we do HTML5 I can guarantee you that it’s a product. It’s not something for us to play with.

I’ve called it an addon as I want people to realise that it’s not an upgrade to Game Maker. We live with the legacy of this $25 product, I just want to try and help people understand as early as possible that it might not be another $25 product here. It won’t be thousands, it won’t even be hundreds.


Anybody care for a friendly little wager?

I also predict that no matter what the price people will complain it's too expensive and not fair that they're entitled to it, and not everyone has that kind of money.

Edited by NakedPaulToast, 22 April 2011 - 02:43 PM.

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#7 theg721

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Posted 22 April 2011 - 02:45 PM

Gimmeh!

This looks sounds is awesome, from what I've read.

I crossed out looks because it's hard to see much of anything on a tiny YT video, and sounds because I don't have a sound card..

Edited by theg721, 22 April 2011 - 02:48 PM.

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#8 thatshelby

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Posted 22 April 2011 - 02:48 PM

I also predict that no matter what the price people will complain it's too expensive and not fair that they're entitled to it, and not everyone has that kind of money.




People do that about GM Standard, and it's still $25. Of course they'll complain.
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#9 dadio

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Posted 22 April 2011 - 03:31 PM

I won't take ya up on your wager NPT...
but I agree that no matter what the cost, there will be those who insist on whining about it.
Ah, the GMC just wouldn't be the same without the whine!

Pure speculation, but I kinda suspect that there'll be a few different packages when the time comes...
(ie: additional porting to just iPhone/Pad or just Android or just HTML5)....
I can't see everyone wanting to port to every format (& it would be nice if we could choose exactly what we wanted)...
that might be a bit of a pain to handle on YoYo's end tho?, not sure...
(possibly some kinda paid upgrade options/switches for each format within a single "Studio"?... hmmm.)

I think at the end of the day, YoYo are really cracking our options wide open here...
so whatever way this is released & whatever the cost - this is *great* news!

I also really like that this is gonna attract a pile of "pro" developers...
I can see the GMC booming with creative talent pretty soon!

Let the good times roll! :)

PS: Worth adding that sticking to working with YoYo (rather than going it alone) is still a good thing. I think it's still the right choice for the younger crowd & for those who won't be able to afford "Studio". I think it's still the right choice for those not prepared to put the extra effort & cash into advertising/promoting their game. And I also think it's still the right choice to more directly support future GM dev (with the % cut)...
just something to bear in mind.
Anyway, I reckon all the choices (Lite, Standard, & "Studio") will comfortably co-exist & appeal to different mindsets. It's all very tasty. :)

Edited by dadio, 22 April 2011 - 03:32 PM.

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#10 hermanshooltz

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Posted 22 April 2011 - 03:42 PM

Looks very nice indeed!

And if NPT guessed with the price - it is more then reasonable.
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#11 Takagi

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Posted 22 April 2011 - 03:51 PM

Really neat. Really, really neat. Even though I'm no mad game designer, I'd love to buy it, just so I could make games for some of my friends and I to play on some of our smartphones, not even using iTunes to sell the game, but just distributing it among friends for my own kicks.
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#12 mrme

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Posted 22 April 2011 - 04:06 PM

My guess is that it will cost $100
Why do you think YoYo Games won't confirm this will actually export to all these formats.

Does this mean we will be able to export our games to iOS, Android, and PSP, if we buy GameMaker Studios?

No answer

The Game Maker Blog has also said

No comments had been made publicly regarding the release of a self-publishing or white label solution for iPhone, iPad and Android however.

Do they want to make another announcement or will they not allow us to export to all these formats.

Edited by mrme, 22 April 2011 - 06:48 PM.

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#13 theg721

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Posted 22 April 2011 - 04:12 PM

"YYG does not comment on rumors or speculation".
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#14 nickydude

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Posted 22 April 2011 - 04:54 PM

I predict around $299, why? Because of all the different platforms it can output, plus it's not going through yoyo so, in theory, you could make a hell of a lot of money. Just my guess anyway. :)
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#15 Carnivac

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Posted 22 April 2011 - 04:57 PM

Interesting though I'd like to know more about how we would go about publishing a game on the PlayStation Store without YoYo's help and whether it would have to be submitted directly to Sony? Guess I'll find out when this is all done.
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#16 Nocturne

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Posted 22 April 2011 - 05:17 PM

Personally I don´t give a damn about the price... I´ll pay any reasonable price if it gives me the freedom to do what I want with my work! Looking forward to more news on this developement...
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#17 ugriffin

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Posted 22 April 2011 - 06:05 PM

Since I'm already doing commercial stuff, as a commercial GM dev, this news is a godsend. I almost pissed myself, the implications are awesome.

I know a few other commercial devs, I'm sure they're pretty excited too. This is great progress by YoYo Games, I congratulate them.

:)
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#18 commander of games

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Posted 22 April 2011 - 06:43 PM

This is great news. This should silence all of those damn YoYo bashers. Should. Unfortunately, some people are just never happy.

While I probably wont be buying this(I don't have the money), this is great for the people who do have the money to buy this and want to publish independently.
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#19 Smarty

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Posted 22 April 2011 - 06:47 PM

I'm not going to make wild guesses on the pricing. I do predict that they will have a fixed fee for Game Maker, with additional, separately licensed exports per platform, as add-ons to the product.
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#20 Shadow Link

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Posted 22 April 2011 - 06:50 PM

Well, this is definitely some interesting news. I had previously assumed that things like the Sony PSP SDK license would've prevented them from making something like this; in a way you avoid having to pay for a it - though I hear now that it's a fairly low price, or even free now? I haven't kept up with it too much.

At any rate, I hope this is enough of an eye-opener to those who once thought GM wasn't for professionals. Just goes to show that once you're given the easy way into the market, anything's "professional".

EDIT: That's not to say they won't have to face advertising/marketing/being accepted into mobile markets or anything else. It's the same as it's always been, just more options now.

Edited by Shadow Link, 22 April 2011 - 06:59 PM.

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#21 NakedPaulToast

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Posted 22 April 2011 - 07:19 PM

I like the ability to independently publish, especially in combination with all the targets. This might be the catalyst for GameMaker to become a consideration for more serious indie developers.

Having said that, it might very well come into the category of careful what you wish for.

I don't think that many people have a clue about the efforts required to properly market games. They think it's going to be as simple as:
  • Export to iPhone.
  • Submit to Apple.
  • Start counting your money.

I hope YYGs still provides the option to publish through them.

Reading through posts by hpappilon, Mr. Chubigans, rinkuhero, these guys spend an enormous amount of hard work and effort promoting and managing the business side of their publications. They're creating web pages, managing forums, promoting trying to raise the prominence of their games in search engines.

Publishing through YYGs will give creators a prominence that is almost impossible to obtain single handedly. This is time better spent creating more games.

The moment your games is published through YYGs, it's instantly associated with the other YYGs titles, it has presence on 10,000-20,000 ranked Alexa site. You get YYGs support.

What you lose in 50% YYGs fees, you are likely to gain tenfold than had you independently done yourself. You benefit from the knowledge and experience YYGs has derived, instead of going through the costly learning curve yourself. It frees up time for you to develop more games.

This may give you the option, but I think it's a foolish choice to take, especially for inexperienced, unknown developers.
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#22 ugriffin

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Posted 22 April 2011 - 07:39 PM

This may give you the option, but I think it's a foolish choice to take, especially for inexperienced, unknown developers.


I agree with NPT in some points, the YYG Store is an amazing place to dig yourself a spot in the market.

Yes, I'm a big fan of the YYG Store, and I would probably use it for at least one title, to "see what it's about". However, I disagree about the "foolish choice to take" part, check this little article and this one.

;)

Edited by ugriffin, 22 April 2011 - 07:39 PM.

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#23 paul23

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Posted 22 April 2011 - 10:07 PM

I like the ability to independently publish, especially in combination with all the targets. This might be the catalyst for GameMaker to become a consideration for more serious indie developers.

Having said that, it might very well come into the category of careful what you wish for.

I don't think that many people have a clue about the efforts required to properly market games. They think it's going to be as simple as:

  • Export to iPhone.
  • Submit to Apple.
  • Start counting your money.

I hope YYGs still provides the option to publish through them.

Reading through posts by hpappilon, Mr. Chubigans, rinkuhero, these guys spend an enormous amount of hard work and effort promoting and managing the business side of their publications. They're creating web pages, managing forums, promoting trying to raise the prominence of their games in search engines.

Publishing through YYGs will give creators a prominence that is almost impossible to obtain single handedly. This is time better spent creating more games.

The moment your games is published through YYGs, it's instantly associated with the other YYGs titles, it has presence on 10,000-20,000 ranked Alexa site. You get YYGs support.

What you lose in 50% YYGs fees, you are likely to gain tenfold than had you independently done yourself. You benefit from the knowledge and experience YYGs has derived, instead of going through the costly learning curve yourself. It frees up time for you to develop more games.

This may give you the option, but I think it's a foolish choice to take, especially for inexperienced, unknown developers.


The main benefit with being able to "export" yourself isn't that you can publish yourself, it's so that you can choose who to use for publishing.. You're no longer forced to use yoyogames and can take someone who benefits you more (has a larger name with your target audience/specialized etc etc).

I personally hope smarty is correct: I fear the "pro" version would else for me be simply paying for hardly anything I use. (Last time I created an executable / brought a creation to somewhere without gamemaker I can't remember anymore). - I'd gladly pay more for having important language features & the ability to have access to the internal executable data from external dlls. But more than €100,- I can't really afford at this moment.
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#24 GameGeisha

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Posted 22 April 2011 - 10:08 PM

This may give you the option, but I think it's a foolish choice to take, especially for inexperienced, unknown developers.

Although most of these self-publishing choices are poor choices for inexperienced developers, there are other paths that can be taken.

For example, in my university's job postings list, I'm starting to see a growing number of short-term contracts regarding custom apps and adaptation of existing products into apps (one example being an interactive stress-management manual). If a developer has the experience and skill, being unknown isn't really a factor. Development skills, maturity (emotional and legal, as in 18+ or your jurisdiction's equivalent), some workplace-smarts and proper project management are all that's needed.

But regardless of which path one takes, being able to run and test your own games is still a paramount prerequisite for developing on multiple platforms. NPT has also made a post regarding multi-platform export here. If one can't afford the Studio edition (which I expect to run for about $300, 50% higher than NPT's estimate), I can hardly expect this same person to have access to the hardware required to test and support their products --- a very poor position to be in, if you ask me.

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#25 round

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Posted 22 April 2011 - 10:28 PM

If YoYo Games is developing GameMaker Studio, I suggest that:

1. Please also make GameMaker Studio have the exporting function to SWF format. A lot of websites accept good Flash games and give part of the advertisement income to the developers of these Flash games. Many people want to make Flash games. However, learning Actionscript is not easy for them. Learning GameMaker is much more easier than learning Actionscript. I believe that many people will purchase GameMaker Studio if GameMaker Studio can export to SWF format. Actually, Multimedia Fusion 2 and The Games Factory 2 can export to SWF games. Multimedia Fusion and the Games Factory are main competitors of GameMaker. SWF exporting function will help GameMaker Studio to compete with Multimedia Fusion and the Games Factory.

2. Please also fix screen tearing in GM games. If there is no screen tearing, GM games will look more professional.

Thanks a lot.
B-)..... B-)

Edited by round, 22 April 2011 - 10:44 PM.

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#26 Desert Dog

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Posted 22 April 2011 - 11:00 PM

I'm all for self-publishing. Who cares about how experienced you are in business, or as a dev. Same as when you first started GM, you learn on the job, but you always suck at first.

That being said, there is such a thing as biting off more than you can chew. Being a barely competant gam dev doesn't mean you'd be competent at running your own indie biz, or should worry about that until you become even more competent. YYG's publishing is still very cool, that hasn't changed at all, and I'm looking forward to try publish my next game (at least) with them.

And yes, wouldn't mind .swf exporting, too, but hey, I'm sounding very greedy here.

Edit: And as for price, remember YYG's were concerned about GM getting a bad rep, and getting 'blocked' by Apple and such? I'd love to see it cheap($150-less) but....

Edited by Desert Dog, 22 April 2011 - 11:02 PM.

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#27 Tepi

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Posted 22 April 2011 - 11:08 PM

Now everyone predict the price.

$200 ?

$300 ?


I assume you mean “price”… $1,000,000,000!! (he says holding pinkie to mouth) MWhaaa ha ha ha! :D


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#28 mcoot

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Posted 23 April 2011 - 12:44 AM

Hmm. I'd guess, maybe $200? That would be quite reasonable, not that you wouldn't have people complaining about it.

As for self-publishing: I don't think it's wise to self-publish until you are experienced with GM, and know how to manage business as well. It's not as easy as most newbie users think. Having the official channel for games publishing is a good thing, but this option will allow more experienced users to manage it all themselves.
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#29 scream681

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Posted 23 April 2011 - 12:58 AM

Yep.
Pretty Legendary announcement! :ph34r:

Now peeps will have the option to work with YoYo *or* go it alone. :)

I believe that deafening howl of defeat & despair that's echoing throughout the lands is a duet of sorts...
coming from Unity & GameSalad HQ :whistle:


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.
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#30 Xardov

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Posted 23 April 2011 - 01:51 AM

250$ would be a good price, it would stop people from submitting crap games to the Apple store.
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#31 Davve

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Posted 23 April 2011 - 01:54 AM

It should cost $25*x, where x is the number of formats that copy of Game Maker can export to.
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#32 True Valhalla

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Posted 23 April 2011 - 01:55 AM

I think $199 is around where I'd price it too. But very exciting news. I can finally decide whether to begin work on an iOS game.
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#33 kburkhart84

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Posted 23 April 2011 - 02:54 AM

If "serious" developers get into this, and GM starts using the C++ runner(and it is as good as it supposed to be, as far as speed and stability), then I don't see why this couldn't be priced easily at $249 or more. You have to spend money to make money, whether it is now or later. Unity is $1500 last I checked. Of course, it would be much more than GM because it is much more capable than GM as far as graphics go. But that is no reason to believe GM Studio should cost less than $100. Remember, 2D is still a very viable option, especially for all of these platforms(Android, iETC...) and so in no way would GM Studio be so cheap.

I love the idea. Yoyo will then be able to make money both ways. They can still publish(even to owners of GM Studio), and more serious devs can self-publish(or use a different publisher than GM), and yoyo will make money off of that as well with the more expensive GM Studio.

I have a couple questions, which maybe I'll get lucky and Mike(or Stuart) would see this post. How soon is GM8.x going to get(if it is in the works even) better internal sound/music support?? I'm not meaning something too complicated. I mainly want .ogg support and controlled sound instancing(able to easily have instances of the same sound all playing at the same time in 3d, possibly looping). Right now, I'm using a dll/extension I created for this. The reason I'm interested is mainly for the multi-platform support. When GM Studio comes out, I will likely be buying. And since using Windows dll files for things will limit the cross-platform capability of a game, I'm interested especially in knowing when this will upgraded. Everything else I'm using dlls for could be switched easily to use internal GM functions, though it might make load times longer(for example I have a dll(kbzip) that is for extracting and loading resources externally, and I could switch to all internal.)

The other question is, how likely is it that loading will be sped up. I think it would be a good idea to have GM maybe utilize some kind of external archive to hold the files when it extracts then from the executable(or maybe not even force them to be in the executable) and then have a way to easily load things in when you need them(similar to external loading, but usable on all platforms seamlessly). I like the idea of multi-platform games, but I don't want the complexity to have to be too low, atleast not due to load times. GM with windows easily gets around that by externally loading when you need to, but will/do the other platforms have a similar alternative in the works??
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#34 ugriffin

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Posted 23 April 2011 - 02:58 AM

I'd actually price it closer to 400, 450 dollars. This is a professional tool, the actual people who are seriously interested in self-publishing would pay that.
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#35 True Valhalla

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Posted 23 April 2011 - 03:04 AM

I'd actually price it closer to 400, 450 dollars. This is a professional tool, the actual people who are seriously interested in self-publishing would pay that.


A jump from $40 to $400 might seem a bit extreme - the products need to be kept in sight of each other.
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#36 kburkhart84

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Posted 23 April 2011 - 03:33 AM

You guys are getting silly with these prices.


I can't agree with you here.

Honestly, if you had a tool that allowed easy Game Development like GM, but the power to export to these mobile platforms, would YOU really try to sell it at less than $100??? You would be leaving money on the table. Remember, this is a tool that CAN make you money, and not just a little either. And as far as I know, they aren't going for royalties. Game Development is a big business, and if you want to play with the big boys, you have to catch up. Even Epic's Unreal SDK now has an iPhone port. There engines run in the millions of dollars. There version of "catering" to indie development is in the form of a 25% royalty price. Unity is about $1500(but no royalties). Like I said, I don't expect GM's version to cost near that much, but there is no way I see Yoyo charging less than $99, and I'm thinking they COULD charge anywhere from $199 to $499. Now it is more likely to be around $200 from the post Sandy mentioned about html5 export, but then, that may be the only thing you could export for that price.

Reality is, Yoyo has a good piece of software in their hands, bugs or not. They also have learned to listen to the community, and have applied what we have requested to an extent. That is hard to do in the business world, especially when so many of the members of the community complain about the price going from $20 to $25, which isn't really enough as it is. Look at the competition GM has, and look what they charge(except for Construct). Seriously, with what software development costs, a company can't stay afloat, much less profit, if they don't price the software right. Games are one thing, because they don't make you money when you buy them. But GM Studio could very well make you money, so you pretty much should expect to have to pay a fair price for it.
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My KBInput system is now on the marketplace here.  It wraps up nice and tight GMStudio's input system into a few function calls making a user configurable input system that works the same regardless of what inputs the player has chosen including keyboard, mouse buttons, and gamepad/joysticks using DInput/XInput.  The support forum topic for it is here.


#37 mcoot

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Posted 23 April 2011 - 03:42 AM

You guys are getting silly with these prices.


This is designed to be much higher-end than GM Standard. I don't think they plan on the majority of users buying this - only the serious developers with an interest in cross-platform developing.

Although, I do doubt they'd make it higher than $250-$300. I agree that $400 would be -reasonable-, I think it probably might make developers who do want to try cross-platform development, but who aren't 'really' serious about it not go with it.
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#38 newkill

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Posted 23 April 2011 - 04:10 AM

It seems interesting to me, I'm looking forward to it :huh:
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#39 2Dcube

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Posted 23 April 2011 - 04:31 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...

Edited by 2Dcube, 23 April 2011 - 04:36 AM.

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#40 ugriffin

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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. :snitch:
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#41 scurvycapn

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Posted 23 April 2011 - 05:36 AM

Wow, this is an interesting development. I can see YoYo keeping it reasonably priced. Why?

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.
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#42 Manuel777

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Posted 23 April 2011 - 06:37 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..
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#43 ugriffin

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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.

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#44 Carnivac

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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.
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#45 Super Guy

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Posted 23 April 2011 - 09:26 AM

I would scream if this was free! :lol:
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#46 Dark Matter

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Posted 23 April 2011 - 09:38 AM

I would scream if this was free! :lol:

Well, it's not going to be. You'll have to keep those screams inside, for night-time.
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#47 chance

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Posted 23 April 2011 - 10:32 AM

...nobody knows what this thing will be capable of...

Yes, but we know what the general Game Maker community is capable of. :D

The one consolation is that a higher price for the GM Dev kit will reduce the number of beginners using it.
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#48 Desert Dog

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Posted 23 April 2011 - 10:41 AM

The one consolation is that a higher price for the GM Dev kit will reduce the number of beginners using it.

Whatever, Chance. :mellow:
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#49 True Valhalla

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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?
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#50 dadio

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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.

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