tiny & Tall : Gleipnir

  • #40, by afrlmeTuesday, 08. September 2015, 14:04 9 years ago
    Are you talking about the VS license? The €1500 license is only for commercial games. By commercial we mean games published by a third party publisher that have hired you (as developer) to make the game for them. The commercial license is also required if you are planning on selling your game as a physical product in retail stores (digital stores don't count).

    If you only plan on releasing your game on windows, mac or linux, then you only need the basic or multi-user license. If you plan on releasing on the above mentioned & on android & / or iOS then you need the mobile license.

    Imperator

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  • #41, by pinsTuesday, 08. September 2015, 14:17 9 years ago
    Really now?
    It was my understanding that the Indie License was limited to PC releases, and that Mac and Linux releases needed an appropriate and distinct license.
    As I'm now re-reading the Shop page, it seems you're right. I can't understand how could I make such a gross mistake about something that important.
    This is excellent news, however! I've had a lot of people asking me about Linux or Mac releases!

    Newbie

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  • #42, by afrlmeTuesday, 08. September 2015, 14:33 9 years ago
    No problem. The wiki contains the license information rewritten in my own words, which might be a little more easier to understand than the page on here.

    I'm not sure about exporting for linux (to be honest I don't know much about linux other than the fact that I really detest ubuntu), but it helps if you have a windows machine for exporting for windows & a mac machine for exporting for mac / ios. Exporting for mac on a windows machine doesn't always work so well.

    Either way... I think it's still nice to have mac / linux as stretch goals regardless of whether or not you can compile them on a basic license, as they still require additional work to maintain & testing to make sure your game is working correctly on those systems.

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  • #43, by pinsTuesday, 08. September 2015, 14:37 9 years ago
    Well, it seems I can't export to Mac without using the Mac Visionaire player. I also have a computer running Linux so it will be no problem to test it there, but I don't really know where to find a Mac. If it's not a matter of cost, it should be alright, in the worst case scenario I'll delay the Mac & Linux release by one week or two.

    Newbie

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  • #44, by afrlmeTuesday, 08. September 2015, 14:50 9 years ago
    You can always send the project & resources to someone with a mac or use a friends mac or whatever. wink

    Besides... you may need to get David (BigStans) or SimonS to sort out your mac release build as the mac app store can be a bit strict in what is required to release on their store. However I think self exported mac builds should be ok for places like steam & gog (not 100% sure though).

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  • #45, by sebastianTuesday, 08. September 2015, 19:37 9 years ago
    Visa, MasterCard or American Express -.-
    Why no Paypal , Kickstarter, Whyyyy? ...

    Meh ... Nevertheless i tweeted about your game. Maybe this brings some people to the campaign smile

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  • #46, by afrlmeTuesday, 08. September 2015, 19:51 9 years ago
    They've never allowed paypal. They did used to use amazon payments but they've switched over to something else now I think, so you have to use a card instead. If you want to pay with paypal then he will probably provide the paypal email address if / when the campaign has surpassed the basic funding goal. Paypal pledges don't count towards the pledge amount on kickstarter which is why they never provide it until after the initial target is reached.

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  • #47, by pinsTuesday, 08. September 2015, 20:48 9 years ago
    Hey, thanks Sebastian! I wish they'd allow Paypal too... I do have a Paypal account, but as AFRLme , it wouldn't count towards the KS goal. Nevertheless, thanks a lot for your support!

    Newbie

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  • #48, by LebosteinWednesday, 09. September 2015, 13:56 9 years ago
    Wow, 30 percent funded on the first day!

    Key Killer

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  • #49, by pinsWednesday, 09. September 2015, 14:22 9 years ago
    Only 28%, but that's a pretty neat start, indeed smile I'm still trying to get some press coverage!

    Newbie

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  • #50, by sebastianThursday, 10. September 2015, 21:54 9 years ago
    played the demo on os x.
    Is it normal the the hammer wasn't visible in the scene?
    It was very hard to figure out what happened after using the hook-stick with it...

    I liked the style a lot and how mr. tiny has no arms when they aren't needed smile
    Also i like the interface animations when combining items and the coin menu itself smile

    good work

    Thread Captain

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