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#21 Borek

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Posted 21 May 2012 - 12:38 PM

Game Maker always was for everyone, not for developers only with big budget. Well, my plan to release the game was in ruins. I don't have enough money yet, so I can't test my application on phones.
Spend $200 and think that everything will be ok on any phone, for me it's too much risk. I am fan of GM for 12 years with some projects on account, but I am not a developer. I need to have 100% sure, that my game is working good on any device.
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#22 Mike.Dailly

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Posted 21 May 2012 - 01:12 PM

GameMaker 8.x was for everyone. It's INCREDIBLY cheap, and has a very usable free version. GameMaker:Studio is aimed at professional developers.

If you can't afford it, then you'll either have to do what folk did in the good old days and save up, or just use the windows version. We can't reduce the price just because not all bedroom coders can afford it; it's not aimed at them.
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#23 Passa

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Posted 21 May 2012 - 01:56 PM

I totally understand the reasoning of GM staff (about why including even basic Android/iOS functionality for free is a bad idea) but I also understand the concerns of people who do not want to spend $200 on the package only to find out the performance is garbage or finicky (though I can assure you it's generally pretty good).

Perhaps a mediated solution would be something like a 24h trial version that only works with the runner, and not re-distributable packages. This would solve the problem of people using a free/trial version to finish their games and only purchasing the modules when they decide they want to publish.

Sorry to say I disagree with those complaining about price - it is very much in line with (or even cheaper than) a lot of other cross-platform development tools. Price wise, GM compares favourably to most if not all (when you take feature set into consideration).

Edited by Passa, 21 May 2012 - 01:58 PM.

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#24 Futhark

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Posted 21 May 2012 - 02:15 PM

In the end, eventually it is going to be word-of-mouth of not only the GMC users but also those who purchase the various modules, and their experience, along with blog sites reviewing different suites similar to GM:S that will prove GM:S[insert module here] effectiveness on the many different target devices.

YYG are offering a strong suite for a very reasonable price tag.
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#25 JAk HAk

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Posted 21 May 2012 - 04:55 PM

Yeah.... it's funny that folk want functionality for free that they need/want, and don't want to pay for it, isn't it. :rolleyes:

If you want to use that functionality, then buy the module, it really isn't expensive.

I want to pay for it if I want the software, but I don't know whether I want the software until I've been able to test it out. Why is that so hard to understand? I would pay a lot more for each of the modules if they do what I think they will, but that's the problem: I'll only be content that they do what I think they will when I can see them doing what I think they will.
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#26 GStick

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Posted 21 May 2012 - 05:23 PM

:confused: If you already have 8.1 Pro or GM:HTML5, or tried the beta, you'll already know how easy it is to use GM on any platform.

Also, if you already know you want to make a game for certain device, you tend to already have your options picked out. You can always just get the SDK.

Studio just targets a different set of people. If you're part of those people, and if you've used GM before, then you'll know if you want it or not. And I believe people have already pointed out that if you want to make something for iOS you have to pay upfront to even develop for it. Chances are, if you can do that you can find a way to pay for a module.
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#27 GameDevDan

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Posted 21 May 2012 - 05:36 PM

I want to pay for it if I want the software, but I don't know whether I want the software until I've been able to test it out. Why is that so hard to understand? I would pay a lot more for each of the modules if they do what I think they will, but that's the problem: I'll only be content that they do what I think they will when I can see them doing what I think they will.


I. You've had plenty of time to try the Beta.

II. When other people start releasing games made with GM:Studio you'll see that it works.
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#28 NakedPaulToast

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Posted 21 May 2012 - 05:49 PM

Welcome to GMC:Entitlement topic #4843
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#29 JAk HAk

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Posted 21 May 2012 - 05:49 PM

Not everyone is going to have been able to try the beta, though. I have, and you're right--using the beta has convinced me that this is something I want to purchase. But I wouldn't have been convinced otherwise, and I can't help but feel that there will be other people like that. I have already had an extensive trial period, so I'll be buying the iOS and Android modules on day one. I just think that it's in the best interest for there to be at least a brief trial so that others will be able to have more confidence in the purchase.

EDIT: @NPT
Entitlement isn't inherently a bad thing. It would be bad if I and the people agreeing with me were feeling entitled to free software, or to cheap software. What I feel entitled to right now is to not have to spend my money where I'm not comfortable. If I don't feel comfortable spending the money on what might actually be a great bit of software, then I won't buy it and then both sides lose.

Edited by JAk HAk, 21 May 2012 - 05:53 PM.

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#30 cotycrg

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Posted 21 May 2012 - 06:06 PM


Also because I'd like to continue to test performance things on multiple devices, etc, and buy GM:Studio right before I actually decide to release the games I've been making, not making them blindly and then have to backtrack to re-optimize for mobile because I didn't realize certain things couldn't be done, etc..

Yeah.... it's funny that folk want functionality for free that they need/want, and don't want to pay for it, isn't it. :rolleyes:

If you want to use that functionality, then buy the module, it really isn't expensive.

You act like giving a everyone the "test" option is like giving everyone the "export" option. In no way could this harm sales, in fact I would put money on it increasing sales over time. I would have never even considered purchasing studio if I did not get the "test" option and get to see, first hand, how my games functioned on Android/iOS. I'm sure I'm not alone with this. It's because of the beta, because I was able to test my games, that I want to get it.
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#31 Thaudal

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Posted 21 May 2012 - 06:53 PM



Also because I'd like to continue to test performance things on multiple devices, etc, and buy GM:Studio right before I actually decide to release the games I've been making, not making them blindly and then have to backtrack to re-optimize for mobile because I didn't realize certain things couldn't be done, etc..

Yeah.... it's funny that folk want functionality for free that they need/want, and don't want to pay for it, isn't it. :rolleyes:

If you want to use that functionality, then buy the module, it really isn't expensive.

You act like giving a everyone the "test" option is like giving everyone the "export" option. In no way could this harm sales, in fact I would put money on it increasing sales over time. I would have never even considered purchasing studio if I did not get the "test" option and get to see, first hand, how my games functioned on Android/iOS. I'm sure I'm not alone with this. It's because of the beta, because I was able to test my games, that I want to get it.


Couldn't agree more. I'll also definitely be buying Studio as well as all of its ports - but this is because I've tried the beta since its releasedate now. If I hadn't it would be like buying a cat in a bag.

I really don't see why offering a limited trial functionality is a big problem. Adobe does it, Microsoft does it, Autodesk does it. Are they not top tier industry standard software developers? If so, I guess I've been sleeping under a rock for all my life.

My point is: providing limited functionality improving people's incentive to buy full version would be fruitful in every way for both sides. Offer people the ability to test but not export - just like in the beta. That will get them going. Or do you feel you have anything to hide?
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#32 GameDevDan

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Posted 21 May 2012 - 07:00 PM

I really don't see why offering a limited trial functionality is a big problem. Adobe does it, Microsoft does it, Autodesk does it. Are they not top tier industry standard software developers? If so, I guess I've been sleeping under a rock for all my life.

My point is: providing limited functionality improving people's incentive to buy full version would be fruitful in every way for both sides. Offer people the ability to test but not export - just like in the beta. That will get them going. Or do you feel you have anything to hide?


I didn't see any YoYo employee ever say that there would never be a trial version. You can correct me If I'm wrong.

And I don't think your reverse psychology is going to change much either.
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#33 Player Zero

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Posted 21 May 2012 - 08:08 PM

What would be nice is to be able to buy the base GM Studio, with exporters for the other platforms available, but in trial mode only, and a button to click to pay to upgrade to the full exporter as one desires.

This way nobody is getting anything for free, but they do get to have experience with what they're buying, playing other people's finished games is not the same.

For the record I think the price of GM Studio and its exporters are fine, and very competitive compared to the competition.
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#34 Nocturne

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Posted 21 May 2012 - 08:15 PM

I didn't see any YoYo employee ever say that there would never be a trial version. You can correct me If I'm wrong.

This. Studio hasn't been released yet. Until it is this is all speculation and ranting without knowledge- Once you know the facts, come and talk about them.Till then, you guys might as well argue about "what came first, the game or the gamemaker?"... Posted Image



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#35 cotycrg

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Posted 21 May 2012 - 08:37 PM



I didn't see any YoYo employee ever say that there would never be a trial version. You can correct me If I'm wrong.

This. Studio hasn't been released yet. Until it is this is all speculation and ranting without knowledge- Once you know the facts, come and talk about them.Till then, you guys might as well argue about "what came first, the game or the gamemaker?"... Posted Image


see

No you will not have any access to the Android functionality until it is purchased.

Russell


Also see..

What would be nice is to be able to buy the base GM Studio, with exporters for the other platforms available, but in trial mode only, and a button to click to pay to upgrade to the full exporter as one desires.

This way nobody is getting anything for free, but they do get to have experience with what they're buying, playing other people's finished games is not the same.

For the record I think the price of GM Studio and its exporters are fine, and very competitive compared to the competition.


This is probably the best post in the thread. I mean, I plan on purchasing all of the modules, actually. But I would like to continue using the "test" button while I work on them, until I have the means to buy each.

Edited by cotycrg, 21 May 2012 - 08:37 PM.

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#36 Thaudal

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Posted 21 May 2012 - 08:56 PM

I didn't see any YoYo employee ever say that there would never be a trial version. You can correct me If I'm wrong.

They also didn't say it will be there, even though quite a few people in this very thread has already suggested it. Silence can't be quoted but it can be (mis)interpreted. Until any official information on this is published, it's only natural that speculation will arise. Especially when people has made these suggestions which has been seen by YoYoGames but still not gained any yes or no (or any other comment for that matter). Then it's up to YoYoGames to confirm or dismiss any interpretations.

And I don't think your reverse psychology is going to change much either.

Appearantly, I'm suddenly some bigshot Freudian guy. I wasn't aware. Thank you for pointing that out. Wonder when I can start my own practice.
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#37 Spector_Slayor

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Posted 21 May 2012 - 09:47 PM


Yeah.... it's funny that folk want functionality for free that they need/want, and don't want to pay for it, isn't it. :rolleyes:

If you want to use that functionality, then buy the module, it really isn't expensive.

I want to pay for it if I want the software, but I don't know whether I want the software until I've been able to test it out. Why is that so hard to understand? I would pay a lot more for each of the modules if they do what I think they will, but that's the problem: I'll only be content that they do what I think they will when I can see them doing what I think they will.

Not everyone is going to have been able to try the beta, though. I have, and you're right--using the beta has convinced me that this is something I want to purchase. But I wouldn't have been convinced otherwise, and I can't help but feel that there will be other people like that. I have already had an extensive trial period, so I'll be buying the iOS and Android modules on day one. I just think that it's in the best interest for there to be at least a brief trial so that others will be able to have more confidence in the purchase...


I fell the same way. Without being able to TRY the HTML5/android exporters I don't think I would have been planning on purchasing it, at least not right away, I might have resorted to searching for a "pirated" version just so I could test the functionality before considering making my purchase.

Now though, after weeks of testing I'm fairly satisfied(still waiting on the fix for testing games over ICS wifi!) with what I've found, and been able to do so I plan on purchasing GM:S w/android HTML5 within the first week of release.

Edited by Spector_Slayor, 21 May 2012 - 10:13 PM.

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#38 wagdog

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Posted 22 May 2012 - 05:29 AM

Feel the need to add a reply here...

At the end of the day, it's Yoyo's call as to what/whether they release as a trial version or not. I do feel that most professional tools should have a trial version, but that's their call.

I will add that I too was on the fence about taking the leap and buying GMS before the sort-of open beta. I had an old GM game I thought could be molded into a viable android game, but wanted to be sure the GMS -> android was really a valid option. The GMS beta convinced me of that and I recently bought GM:HTML5 in anticipation of getting GMS w/the android export when it's available. Had it not been for the beta, I probably would not have gone down this path. I've been plugging away at my game ever since and will hopefully release it within a week or two of the GMS launch.

Anyway, I'm sure Yoyo will do what they consider is best for them. I would like to see them be as successful as possible, so I hope they'll consider expanding the GMS user base by having a trial version with all the exports available, or at least the "runner" option.

I am psyched to see GM continue to prosper and GMS is a great leap!
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#39 PaulHMason

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Posted 23 May 2012 - 01:23 PM

I find this comment quite funny :) I'm not trying to be nasty (I think GMS is a very good product), but given its heritage as a non-professional and learning tool trying to do a 180 and aim at the "professional" market is a bit ambitious. There are other very good (and professional products) at a similar price point, so competing in that market could be painful (even they are forced to drop prices and add features at no extra cost).

There's also no shame in being associated with the indie market - they're still the largest producers of mobile games (volume wise). I'm not saying that $199 is too expensive for the mobile modules, I'm just saying that potentially pricing them out of the range of the largest market segment for mobile game dev tools might not be too smart. For iOS and Android development I'd say Corona SDK is far better value for money ($349/yr for iOS and Android) on a feature for feature basis (professionals don't need a drag and drop level builder).

Just my 2c.

Then I'd politely suggest that Studio probably isn't for them..... We not aiming Studio at the lowest price point so everyone and their dog can buy it, we're aiming it firmly at professional developers, and for what it does, Studio IS cheap - EVEN for developers in Poland.


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#40 thescotster19

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Posted 23 May 2012 - 02:04 PM

I think YoyoGames need to choose the best business model for them, which gives them the best revenue.

That said, I am not about to purchase the Android module until I have a full understanding of the technical changes I will need to make to my game for it to work on that platform. For instance I currently have no knowledge of how the application handles touch input, or how it is tested (I haven't used GM for a couple of years). If I knew these things and it could demonstrated that such things were straightforward I would probably purchase that module.

If there is already well-written documentation detailing the platform specific considerations, please let me know!!

If there is not currently, please set about doing so, as for me this is the only bar to buying extra modules.
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