I'm also not a fan of commercial non-official plugins/exporters.
Money's not a problem, in any amount, I just think that (a) you need to keep your revenue streams future-proof, and (b) people need to get value for money from their official purchase.
Absolutely correct about people getting value for money from official purchase. This is why I mentioned the plugin exchange would not have the paid option added until we felt there was a big enough volume and variety of free plugins out there.
We really want to give as much value as we can in the product.
How come you haven't come up with license upgrade prices?
It doesn't have to be complicated.
Just allow people to pay the difference.
We're not talking physical goods here, so there's no depreciation value to be factored in.
It's a little bit more complicated than that, because:
User 1 buys normal license
User 2 buys normal license
1 month later user 1 upgrades for total cost of new license - amount paid
1 day BEFORE user 2's license expires, he upgrades.
Both paid the same amount, but license expiries would be different.
Although, as you point out it wouldn't be hard to work out, we're just considering options at the moment.
Again, it's all pretty irrelevant to me while there's no .exe export.
The projects that I'm working on involve Unity, Construct 0.x, and Java, so maybe when I'm done with those, Construct 2 will be worth looking at (for the reason I've stated several times already).
The problem is, I may well be more than happy with the toolset that I've used to make those, and may not choose to add another.
I fear you may push away other Construct users without the inclusion of an .exe exporter early on too.
That's a fair opinion, and as we always have said, an EXE exporter will eventually be included.