teahousemoon's Forum Posts

  • dravenX, you seem to have advanced knowledge on the subject; do you know whether or not playmaker is looking to be updated to function within unity 4?

  • I'll definitely be getting back to this, but I have a huge assortment of agenda's that I'm actively pursing, including getting my first C2 game onto the scirra arcade. In fact, I think I might finish that tonight.

    Thanks again for introducing me to playmaker, shinkan, I think you have greatly influenced my 3D application and gamemaking potential! And this is really important to me, so thank you.

  • playmaker

  • Just bought it!

    Excited, and intimidated, as tends to be the case. But ultimately, I think I made the right decision.

  • yeah I've been reading more about it, and I have come to agree with you. Plus, with playmaker, if you cannot accomplish something, you can simply script it out, which is valuable for forcing you to learn to script. However, it appears that this is a rare necessity.

  • uscript visual scripting tool

    This just got even more complicated (in terms of a decision)..

  • inkBot, I didn't investigate kismet all that much yet, but yeah it seems that way.

    I'm now looking into both. Such good stuff.

  • member showcase (playmaker)

    This is a great resource for looking into the potential for gamemaker. Particularly, look at Xenoid Maze.

    I'm thinking this is an excellent 3d codeless tool. But I am having trouble deciphering how future-proof/sustainable it is, and how practical it is to rely on for a moderately large project, particularly cross platform. It is interesting to point out that this is also created by a 2 person team.

    Anyways I'd love to learn more.

    -----------------------------------------------------------

    Edit: check this out: info

    What I thought was most facinating about the above is that it talks about a user creating applications with it (not games). That is important to me, too. But lots more than that, read it.

    Still, I'm skeptical because of its release timeline. I guess I'm spoiled by C2, but with game dev tools I've come to judge them against C2s interactive productive pace. It is really a paradigm of software development in my mind.

  • I'm afraid I can't answer your question, but this resource should be able to provide you with the responses you're looking for without much difficulty: PlayMaker Community.

    If you feel you get a decent grip on the answer to your own question, feel free to reply back here, as I'd be curious myself.

  • alspal...yeah...but think of how expensive C2 would become. We would probably all have to buy new exporters (might have to anyways), and maybe even buy new releases (like 4.0 for unity).

    Nah, my guess is they're better off doing their own things.

  • The amount of work you put into it, unfortunately, shouldn't dictate how much you sell it for. Rather, how much you work should result in how good the product is, and depending on the market/how many markets you sell it in, how good it is should result in how many sales you get (plus marketing/etc).

    It's really difficult to judge the price you should place the game at. And ultimately, I think that the reviews you receive in an early version should give you a better idea of how much people will be willing to spend.

    But for a more concrete answer, I'd say sell it no more than 4.99. If it does well, make an expansion (or sequel), and make more money. These are just my feelings; and to be clear, I feel like 4.99 is a max, not necessarily a recommended retail value.

    But finally, that is a generic answer. If you have it on one market where games can sell well for $10, go for it. But if you have it available cross-platform, with a potential audience in the hundreds of millions, I say go with a lower price.

    LASTLY, there are books and online resources that have done research regarding game sales and pricing. Might be better off looking there.

    Or just wing it and hope for the best.

    <img src="smileys/smiley20.gif" border="0" align="middle" />

    p.s. 3.99 is a little less common. could be a winner. idk.

    Anyways the game looks great, and the scirra arcade version is a nice intro. Congratulations on your sponsorship!

  • Thanks for the clarification, Kiyoshi! Hopefully the playmaker developers continue to work on the product and have it put out cleaner, more refined code.

  • Playmaker is better than Construct 2? ;p

    Nope, just thought that the codeless members of the C2 community might like to know about a codeless option for 3D game development that happens to be on sale. I know I think it sounds inviting.

    But as far as I can tell it is very different from C2, plus the free version of Unity 3D doesn't include several critical features for deployment: (features comparison). --- see "build size stripping" under deployment...and of course many other things.

    So really they are very different and used for very different things. But PlayMaker is a really cool option for someone using Unity 3D...and it's on sale :)

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  • Hahaha oh that is tender... <img src="smileys/smiley30.gif" border="0" align="middle" />

    Thanks shinkan!

  • PlayMaker Sale

    Hey guys, thanks to shinkan, I've discovered the PlayMaker plugin for Unity 3D (which is free to download).

    And the plugin, usually $95, is currently available for $45! If you are a student, or have been in the military, you might even be able to get a lower price!

    So I thought I'd let everyone know about this limited time offer.

    GameMaker Homepage

    Oh and here is the PlayMaker Homepage, if you would like to learn more about it. It is a codeless plugin for Unity 3D.

    I hope this helps somebody save some money!

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    Update: So I practiced what I preach, and I purchased Playmaker after much review and consideration. If you have any questions regarding it, I'm in a much better position to respond at this point, though know that I haven't even begun playing with the editor itself yet, so I'm far from perfect in my knowledge of it. Purchase and installation was extremely easy, and now playmaker is directly integrated into unity.