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Re: The future [Re: Stansmedia] #445898
09/29/14 10:26
09/29/14 10:26
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
No, I'm not fed up, but I have to admit that the last update was in Spring and there have been not much news since then. There is no way to sugar-coat it: we're occupied with other tasks at the moment. But Gamestudio is alive and will get new features as soon as human development resources are available again.

Re: The future [Re: jcl] #445927
09/30/14 08:19
09/30/14 08:19
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
amen


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: The future [Re: sivan] #446103
10/05/14 02:36
10/05/14 02:36
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
It's encouraging to hear it's alive, at least laugh I hope your other tasks are fruitful, and we see more in GS again!


Formerly known as JulzMighty.
I made KarBOOM!
Re: The future [Re: JibbSmart] #446171
10/07/14 13:43
10/07/14 13:43
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
Serious User
Reconnoiter  Offline
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
Seeing as you read this JCL and says its alive (it is nice to read you read this laugh ); I agree with what Catsup said "Most important for Conitec would be to focus on the future and the devices we use today like smartphones, ipads, mac, linux touchscreens.".

Gamestudio 3D is never going to compete with e.g. the latest Unreal engine in terms of AAA graphics, but it doesn't need to if Gamestudio 3D builds upon its strengths (flexibility and accessibility). Mobile support strengthes flexibility.

Last edited by Reconnoiter; 10/07/14 13:44.
Re: The future [Re: Reconnoiter] #446172
10/07/14 14:08
10/07/14 14:08
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Am I the only one who doesn't care THAT much about cross-platform and mobile support?
For me it's more important that Acknex is flexible and highly customizeable.

But yeah.. I still enjoy using acknex and it is good to hear that it's still alive.


POTATO-MAN saves the day! - Random
Re: The future [Re: Kartoffel] #446173
10/07/14 14:29
10/07/14 14:29
Joined: Feb 2010
Posts: 886
Random Offline
User
Random  Offline
User

Joined: Feb 2010
Posts: 886
Cross-platform and mobile support (slobber) tongue
Especially mobile... The money you can make with that... (slobber) grin
And yes, you can make real money with mobilegames. The games were you make money with are free-to-play (with content you can buy for real money).
After making and publishing 10 simple games like this:
Simple game
One or two will probably be more or less "successful" (200-500 players), and you make a few hundred a month.
The same goes for normal app (I tried it).

Beside that, I will finally be able to make my own rpgs with the acknex engine for mobile devices! Classic RPGs made with acknex!! crazy

Last edited by Random; 10/07/14 14:30.


Re: The future [Re: Random] #446174
10/07/14 14:59
10/07/14 14:59
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I really don't care at all for mobile ports/ versions of acknex. Instead I'd like to have a solid, robust, somewhat modern and comfortably usable (-> new WED) PC game studio.
Mac and Linux support obviously is a huge plus and IMO the sensible and right thing to pursue from an engine or game developer's point of view (I can however understand the decision to make a fee-based mobile version from a businessman's perspective).


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: The future [Re: Superku] #446177
10/07/14 15:47
10/07/14 15:47
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
Expert
FoxHound  Offline
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
If mobile was available soon I would upgrade to the latest version. Otherwise I have no reason to leave A7.


---------------------
There is no signature here.


QUIT LOOKING FOR ONE!
Re: The future [Re: FoxHound] #446180
10/07/14 18:09
10/07/14 18:09
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
Serious User
Reconnoiter  Offline
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
@Superku, I agree with Linux and Mac support too. Cause that will improve flexibility too. But seriously, the mobile market is a big market! Think about this for a second;
IGN mobile review "Superku, the greatest mobile game ever created. Even better than games of EA and Activision who give us money for a positive review" grin

ps: I was searching for linux support and found this from Quad that sums up nice that Android, Linux and Mac support go well together:

Quote:
Having an android version means having a opengl ES renderer and that means no more directx dependency and then that means easier mac/linux port. This either means gamestudio completely switches to OpenGL even on windows or supports both directx and opengl. That could also mean CG support for shaders.

Last edited by Reconnoiter; 10/07/14 18:22.
Re: The future [Re: Reconnoiter] #446183
10/07/14 19:10
10/07/14 19:10
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I disagree with the whole mobile segment thing - note though that it's only my opinion. I think it would have been a good idea to develop a mobile game maybe 3 years ago when no one, esp. the big studios, noticed how much money you could make in that sector. Nowadays from what I heard it's pretty much impossible to sell more than a handful of copies (if any) there because of the sheer amount and flood of titles. No matter how cool your indie game is it can and most likely will get buried below a magnitude of titles of big name studios and other indie games which got a lot of coverage.
The PC market is a different one, there you don't need to reach the masses of players of which some may spend a cent or two on your product (how would you reach them as a hobby dev with pretty much no marketing budget?), instead you have a crowd of partially passionate gamers who actively research indie games, gamers who are not afraid to spend real money (up to 20 bucks) on your game, youtube channels and individuals which can give you vital coverage and after all there's Steam with 100 million active gamer accounts.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
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