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Possible Projected Timeline on Portability Version to Mobile Platforms in Next Release

  • #1, by jesblood 14 years ago Zitieren
    If anyone can answer this my team and I would greatly appreciate it. 1.) When is the next release of Visionaire Studio? 2.) Also does the next version include portability to mobile platforms like iOS, Android, etc?

    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

  • #2, by afrlme 14 years ago Zitieren
    1. ready when it's ready ... 2. hmm hopefully - David will have to answer this one. 3. see answer 1 razz 4. whatever you make in current version should still work in next release - although you may have to edit a few bits & bats - depending on any new features or updated features etc.

    & have you got any screenshots of your artwork (only if you are willing to give us some tasters wink)

  • #3, by jesblood 14 years ago Zitieren
    Not at the moment but thanks for responding so quickly. If we go with this engine you can bet you'll be seeing some goodies form us soon.

    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.

  • #4, by BigStans 14 years ago Zitieren
    Hi,

    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

  • #5, by afrlme 14 years ago Zitieren
    ok we were trying to think how to phrase point 4 about the license part - I couldn't think of how to correctly phrase "own game" - my mind goes a bit bleh - sometimes! wink

    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.

  • #6, by Jack89 14 years ago Zitieren
    I work on a few iOS games for my Hong Kong company right now. I'm not sure if i get u right BigStans, but how do u want to skip something like DevAccount, iTunesConnect Account and stuff like that. Actually if VS supports full iOS, it also should be able to test it on iOS device, cause there are often some problems that can occur. So what is with provision profiles, i.e.. Cause only using a simulator, to test it, like iOS Simulator of Xcode, is not enough. You need testing on device, from my point of view. And I'm not sure if the ppl know, but to get an DevAccount you have to pay 90$/year and iTunes connect, cost money too.

    As long we are not living in a dream land, I would be interested how is your plan smile

    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

  • #7, by afrlme 14 years ago Zitieren
    Mis-communication on my part wink removed the per title thing from my message. I don't know very much about mac or iOS products as I've never bought one; thus far.

    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?

  • #8, by Jack89 14 years ago Zitieren
    i already wrote marvel a msg. at begin/middle of april i have much more time, cause i'm back in germany. then i try to help u guys as much as i can and u need smile
  • #9, by afrlme 14 years ago Zitieren
    ahh you are the other programmer, that David mentioned to me`- said you are currently busy with studies or something right now wink
  • #10, by dulceangustia 14 years ago Zitieren
    So... the conclusion is that we can expect Visionaire 4 to be released sometime during 2013, including Windows, Mac and iOS game packaging and distribution capabilities. Is that correct?
  • #11, by BigStans 14 years ago Zitieren
    See my answer 1). We did not know it, if we have enough things, we release the next, we do not hold back features or new things for upcoming versions. Like 3Dreleams, it's done when it's done, but we are faster than Duke Nukem Forever.