tomsstudio's Recent Forum Activity

    In terms of pricing:

    If you are a single indie developer, it is free to create an account and download the studio software on any of the supported platforms. Once synced, you can test your project on any device you have the software installed on, no messy cables or emulators, what you see when testing is how it will behave live.

    The only cost will come when you want to export the project.

    So Free: $0.00, ability to build and test projects on any device the studio supports. Ability to export only through my company, 20% commission taken.

    First come first served basis on email support.

    (1 user per account)

    Basic: $5.00 for 31 days(1 month), $25.00 for 183 days(6 months), $40.00 for 1 year, $99 outright.

    Same features as free + ability to export to any device the studio supports. + Ability to publish through my company at 15% commission(not mandatory).

    (1 user per account)

    Faster email responses that free users.

    Pro: $20 for 31 days, $100 for 183 days, $160 for 365 days, $299 for outright.

    Same features as basic + the ability for multiple users(up to 5) on the same account. + Ability to publish through my company at 10% commission(not mandatory)

    Faster email responses than Basic users. + 1 hour per month of Skype support.

    Super: $100 for 31 days, $500 for 183 days, $800 for 365 days, $1999 for outright.

    Same features as pro + unlimited users. + Ability to publish through my company 5% commission(Not mandatory)

    Faster email responses than Pro users. + 3 hours per month of Skype support.

    Also starting a game publishing company that focuses on polished games. If you choose to publish through this company(not mandatory, except for free users), then the % commission taken will depend on member level.

    Why would you want to publish through x company? We will take care of everything when it comes to publishing to the stores. We will continue to promote the game ever after its been published. Since the company will only publish polished games, you can be confident in knowing that any cross promotion will come from polished and fun games.

    ** ALL THESE FEATURES AND PRICES ARE SUBJECT TO CHANGE ACCORDING TO FEEDBACK **

    Alright,

    A really big update

    I am combining the current exporter into my own Game Studio software

    What does this mean?

    The combined program is written in Monkey language, which means the Studio program is fully cross platform! This allows cross platform cloud editing!

    Example: Bob has a PC running windows, and a android phone. Bob uploads the game he has made to his studio cloud account, then downloads the studio software via google play store on his Android device. Once logged into his account, the software downloads his project to his phone.

    Bob is now able to test the game on his Phone as if he just downloaded it from Google Play.

    Other Example: Bob is away from his computer when he thinks of a really cool idea for his game. He gets out his phone, opens his game and put into dev mode, makes the change to the game which syncs back to the cloud.

    > tomsstudio

    > Alright so your making a new compiler from the XML event sheets. Kudo's I thought about doing somethign similar in Java, but it was merely a passing thought.

    >

    > So while the sheet is easy enough to convert on the logic flow. How are you handling the issue that the Plugin export code is still in JS. Do you have a JS to Monkey converter?

    >

    > I also figured you would translate WebGL to OpenGL calls. What is important that the C2 render loop makes use of WebGL calls and that your translating the JS code into the other language. Besides GL, there is also the two major areas of WebAudio or more specifically what ever Audio system the langauge supports and WebRTC which I'm not sure has a direct UDP variation.

    >

    He doesn't use at all the exported JS, but rather the capx/project folder itself, and do equivalents of the official plugins through monkey (since the project folder contains just the names of plugins used, and how they are used, he should be able to make an equivalent of them)

    For the unofficial plugins, not sure it can be handled at all like that, but not that it matters at the moment (pretty sure doing plugins for this could be possible, but we'd have to make them ourselves I think)

    Exactly

    Oh and Android min version 1.5, no max version according to Engine docs

    Its almost 3am here,

    but i know the minimum required is android 3.2, so i think most above that

    Ill check the engine docs and get back to you with a more definitive answer

  • tomsstudio - as I've tried to mention before in the thread, WebGL effects are only the tip of the iceberg. You're going to have a long list of major unsupported features. We would offer more help if we thought it would result in a commercial grade product.

    I'm going to have to disagree with you here Ashley.

    WebGL is daunting, ill admit.

    Multiplayer will be the longest feature to code in. I will probably require help from someone on this.

    But all the other features i have looked at in Construct 2 are already in development/or already have modules.

    Your help would be appreciated, but not necessary

    Like i said before, i truly do love construct 2, i appreciate the work you and Tom have done, it is truly amazing, it has inspired me

    Oh and the person who pm'd me:

    I need 240 more rep to reply

    So beta not too far away i hope, working closely with developers will be the most important part.

  • Back to the basics. Super-duper features are nice, but

    Make basic features - Ad, GameCenter, IAP, etc - work surely on every platform first.

    I think that's the real value of HTML5.

    I've put my game on hold to work on my Native thingy.

    Ad via Admob IOS + Android /tick

    IAP IOS + Android /tick

    Gamecenter IOS only atm /sadface

    How important is WebGL Effects on mobile to everyone? Cause these are really, really hard to code .

    I might have to hire someone to code it for me.

    **Update 12th March**

    Added Targets: Windows, Mac, Linux via GLFW

    Added Possible Targets: XNA (xbox360), PSM (PS:Vita) **I say possible because i don't have the hardware to test, but the engine supports both targets**

    Looks like Webgl effects is going to take a while, so going put those on back burner.

    Everything else is coming along nicely.

    Got a very basic version of cloud compiler working, still mostly concentrating on features.

    For myself i'm having a lot of fun making this.

    However, winter is coming (game of thrones), must not get too distracted

    *Spelling ><

    It would probably be better if tomsstudio had a small team of volunteers to help him out since it seems such a big task for Scirra to take on. I would rather them work on this then multiplayer, gosh I don't even want to think about the complications that's going to cause. I can't even post scores on Facebook from my android game..

    Posting to facebook shouldn't be too hard to implement

    The biggest help when things go into beta will be people submitting games to test.

    The biggest help right now would be knowing what features people want the most, and of course there support

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    So you'reusing Monkey? That's nice, it is a really nice language.

    Now for a bit of inception, imagine an html5 C2 project re-compiled to html5 through Monkey

    Keep us updated

    nooo my brain XD

    This sounds awesome. Good look with this adventure!

    Thank you

    tomsstudio

    You've got my attention here.

    Regardless what ashley officially said about your project you never know...

    But I have to agree with him in one thing, be sensitive of how you present this and what hopes you raise.

    Best wishes

    I understand your concern. My policy is only when i have a feature being developed then i can say 'hey look x has this feature'.

    But what i can say is that i'm dedicating half my time to this, the other half going towards my game i'm making.

    I'm fortunate enough with my wonderful family that i can dedicate a lot of time to this project.

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tomsstudio

Member since 29 Aug, 2013

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