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What if I don't want windows or mac export


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#1 Despicable

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Posted 03 June 2012 - 09:33 AM

I hope there isn't another topic about this.

I like creating games. and I am considering to buy GMS though it is a bit expansive. But I am planning to launch the game to mobile platforms, like iOS, and I know that I'm NOT going to use Mac module and Windows module for my developing game, and still I have to pay for it.
but why? I'm never going to use it! I don't want to waste money buying something that I know I'm not going to even use. I suppose nobody does.

Why wouldn't Mac and Windows module be a separate module for a developer to buy? Maybe I can understand for windows module to be the part of the base, but I don't believe everybody lunches game for Mac.

Would really appreciate it if anybody replied. Thanks   :thumbsup:
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#2 gregm

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Posted 03 June 2012 - 10:26 AM

This is technically not possible really. GameMaker Studio is specifically for Windows and MAC games, with the "modules" as a post development compiler only, which makes the task of porting the application to another platform easier.

When you write a mobile game, 90% of what you will write will be based on code taken from the Windows and MAC functions, so you might not know it, but you ARE using them! You also have the benefit of writing the game as a windows game, testing it with the run command and then putting it over to a mobile. Ever written a game in Eclipse? Believe me, it's a lot simpler in GameMaker.

As for expensive, I'm not sure I'd agree with this, if you're interested in iPhone development. The Apple Developer program is £60 anyway and you get no development tools!

The nearest you get to Drag and Drop object orientated development platforms is xcode, which takes ALOT of work to develop a game, OR Embarco and C++/Delphi XE2 with FireMonkey, which starts at around £500, the enterprise edition will probably knock you back £1,200 and gives you NO game specific objects to work with, you'd have to write your own.

Edited by gregm, 03 June 2012 - 11:45 AM.

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#3 Jobo

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Posted 04 June 2012 - 10:57 PM

Think of it like this;
The base (Windows + MAC) costs $99. This is for EVERYTHING in the program (the functions, interface, GML, everything you see and can do) PLUS exporter to Windows and Mac.
The modules (HTML5, iOS, Android) are ONLY exporters that you pay for.

So, when buying Win+Mac (the base), you buy the program itself.
If you want another exporter, you pay for that solely.
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#4 Tennx

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Posted 05 June 2012 - 04:16 PM

Game Maker born as a Game Develop SW, originally for Windows and then Mac. Studio version is just the first step to massive game production for mobile plataform, so it doesn't make any sense to get rid of the prototype plataforms of this great tool.

Serious developer already knows that when they want to develop something, they have to get the best tools. Believe me, focus on making the Game on Mac/Windows, and then buy the module. If your game concept was good enough, 300 USD (GM:Studio + a module) will be nothing compared with the benefits that you'll get in return (55% of the casual game players uses mobile to play, and a successful game as Angry Birds can get a return of 50.000 EUR in a week, complemented to the use of merchandising and marketing skills).

So... are you prepared to pay these little 300 USD? It's a matter of economy after all, YYG staff must eat too, you know.
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#5 Mike.Dailly

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Posted 06 June 2012 - 09:25 PM

Sorry, that's the base module.

Besides, developing the main game mechanic on windows is much quicker..... so unless you NEED multi-touch as a basic game mechanic, windows is simply faster to develop with.
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#6 Despicable

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Posted 07 June 2012 - 01:50 AM

Sorry, that's the base module.


Hummm. Well I'm asking, why are they base modules? I mean, I can for sure understand about windows module being the base, but if a person was never going to develop games for Mac or iOS, I think that person is paying also for the thing they don't even use.
Okay, I know that somebody's going to say that the tool is worth the money, And I do agree, but I'm not talking about that. I'm saying, not a single person would enjoy wasting money on things they aren't going to use.


[Edit]

When you write a mobile game, 90% of what you will write will be based on code taken from the Windows and MAC functions.

oh well, if that's the case, then I see.

Edited by Despicable, 07 June 2012 - 01:53 AM.

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#7 Despicable

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Posted 07 June 2012 - 02:07 AM

Well, another problem. Yoyo Games, can you please! Add another purchasing system for GM in your website!
Google checkout supports all kinds of countries that you've never heard of, but not Korea, which I live in. I cannot buy GameMaker no matter what because of Google Checkout. Other purchasing systems like paypal would work just fine.

Roughly there are over 50,000 users in the korean (unofficial) GM community (and another one with over 20,000). And all of those people, because of YoYo Games' Google Checkout purchasing system, cannot buy GM. So we are forced to either only use GM Lite version, which really sucks, or Crack versions.
And I'm one of them. Since there are not Lite version of GM Studio, I can either give the GMS up, and I already bought A iOS developer program, and a Mac, or I can... Give it up.
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#8 rwkay

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Posted 07 June 2012 - 10:29 AM

We are in the final stages of integrating another payment mechanism for purchasing GM, this should be live within a couple of weeks (perhaps sooner).

Russell
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#9 Despicable

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Posted 08 June 2012 - 04:59 PM

We are in the final stages of integrating another payment mechanism for purchasing GM, this should be live within a couple of weeks (perhaps sooner).

Russell


wow, thank you! :biggrin:
Now I can finally purchase studio, and other korean GM users don't have any excuses for not buying GM.. :sweat:
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