For anyone not aware, YoYo Games has now announced the pricing for GameMaker: Studio.
The price is:
$99 for the base: Windows C++ runner and Mac exports, along with all Studio's new features.
$200 each for the additional export modules - iOS, Android, HTML5, and Symbian. This does not cover costs such as Apple's iOS developer licensing (around $99?). You will also require a Mac to publish to iOS as far as I know - this is Apple's requirement, not anything YYG could have bypassed.
GM:HTML5 owners get the base and the HTML5 export module for free ($299 when bought through Studio's options).
Q. How long does the GM:HTML5>Studio offer last?
A. Until a cut-off point is announced by YoYo Games. That has yet to occur, so it remains valid and will do until further notice.
Q. What's the difference between GameMaker: Studio and GameMaker 8.1?
A. Studio as it will initially be released will be an advancement of the GameMaker 8.1 codebase, which is written in Delphi. Studio offers cross-platform development with minimal porting effort (GML remains the same between all exports, you just have to take certain platform limitations into account), as well as many additions such as Box2D physics which makes up the extra cost.
Q. Who is GameMaker:Studio targeted at?
A. GameMaker:Studio is intended mainly for professionals, and for hobbyists serious about getting into mobile development. It is not geared towards casual creators - GameMaker:Standard and GameMaker:Lite serve that purpose primarily. The reason it's at the higher price point and for this market is because the market will know all about the procedures for submitting games to various places, something that is costlier (Apple for instance require you to own a Mac and a $100-yearly publishing license), and far more complicated, than simply throwing out an .EXE and uploading it to the nearest free game portal. Mobile development also opens up a lot more channels for earning money.
Q. I'm using the Beta, and I've found an issue. Where can I submit it?
A. Go to the Bugs Database. Ensure you submit it to the correct project. Also try to fill in as many details, and as best you can. Please don't crank up the Priority if it's not a genuinely high-priority issue. Also, do a quick search for some basic keywords to see if the bug's already been submitted. It's not the end of the world if you post a duplicate bug, but less repetition means less unnecessary stuff to wade through and resultantly faster bug fixing.
Q. Why is GameMaker:Studio so expensive?
A. If you're asking this, then Studio probably isn't for you. For anyone accustomed to publishing to iOS App Store, Google Play etc, or even has just done some research on sales figures, you'll know the potential money you can make from games submitted to them. Even only a slightly well-downloaded game will return you back the money you spend on Studio, plus extra. Example: you buy Studio and the Android exporter ($300), as well as a license to publish to Google Play ($20). If you sell your apps for $1 each, which returns you 70 cents for every sale, 460 sales in total will get you your money back - with anything else as profit you can use on things like moving into iOS publishing too, or simply as cash in your pocket to live off or have fun with!
Of course, for anyone making games for fun rather than profit, those of you that are simply very young to which $300+ is a huge amount of money, and those of you that know the native languages these platforms use, Studio isn't going to be your thing - at least not yet for the former two examples. But anyone with ambition, an eye for a bit of cash, and a desire to have life that little bit easier and more fun, GameMaker:Studio's a great investment.
Q. What about GameMaker 9?
A. This is so far off, we are not answering ANY questions on it just now. Nothing has been decided, and no features set. This is all we'll say on the matter for now.
Edited by NAL, 27 March 2012 - 12:02 PM.