My team and I are already in full art production mode but have hit a bit of a snag and we need an engine replacement like yesterday. So if anyone can help us with these questions that would be invaluable. Our production time is slated for 8 months. 3.) Will the next version be available by then? 4.) And will it be easy to transfer over the current version's files to the newer with very little difficulty or will everything have to be re-implemented from the ground up?
If anyone is able to help provide info, again, it will be deeply appreciated. So far we are very hopeful after discovering this engine. Thanks.
- Jesblood
& have you got any screenshots of your artwork (only if you are willing to give us some tasters
)
Yeah if you can get David, you said, to answer that second question that would be invaluable. Despite your answer to question 1 this still looks like the best viable possibility so far. Thanks.
1) We did not have any date yet, we are publishing new versions, if we have enough stuff which was stable. 2) Mobile is an different thing, next version includes an Mac / Windows variant -> to publish it as Mac / Windows from the Editor. 3) Well, all stuff i currently do is for mac, win and IOS. I can say, that most sources are compiled for the IOS, but we need to add things in the editor and IOS version. Like Multitouch, GameCenter.… Apple Specific things. Hopefully, we do not need 8 Month for an Mobile version. 4) obtaining licenses @ apple/mac store are difficult & we need to obtain these first. So we must clear later the licence stuff, because for an "own game", must be published as an "own Cert" in the MacAppStore and AppStore (To Have an Developer name, and can Sold games), we must compile an own version for this game with your cert. An "Overlay" to download and play Free Games we must create first, but i have an Idea to make this (like ScummVM). Not sure, how we can handle it. First thing are our commercial users, which have timetables.
lg, David
In essence: you, the user needs to obtain a developer certificate from apple, which David can then use to compile your game for iOS which will include the certs you obtained (when iOS export support has been added) & then add it to a custom made store app (for distributing) or something (not sure) ... bear in mind that VS commercial users get priority support for compiling for iOS/android & distribution before anyone releasing non-commercial or indie titles ...
something to that effect I think.
As long we are not living in a dream land, I would be interested how is your plan ![]()
Another question is, do u want to use a frame work like cocos2d/3D, or do u write your own?
And last question. Do u use ARC? Otherwise i'm not sure how easy it will be to avoid mem leaks, without knowledge of the code.
@AFRLme Why u need a certificate for every game? If u have a provision profile, with your device-ID u can put up as many applications u want to test. Your final release has to be managed with iTunes connect anyway, with uploading binaries and setting up game center, in app purchase and stuff like this. Or do i miss something?
Greets Jack
I was going to mention the annual $90 fee, but I forgot to add into in the message.
I don't know if he has a clear plan on how to go about it yet ... maybe you could help him formulate a plan on how to proceed seeing as you have experience with it?