Hi Kevin,we are a small company with a very efficient game engine, perfectly adapted to the needs of classic p&c adventure games. If you want our engine, please accept our conditions. I think there are many reasons to use visionaire.Some points:1. Our licenses are very reasonable without a monthly payment.2. With each game you put in the mobile market, you usually earn money. So it shouldn't be a problem to pay the small license fee. The money from the licenses enable us the develop this engine.3. We have many developers here who returned to Visionaire after using Unity (like daedalic for example). It's costly and time consuming to create adventures with unity, especially when you don't have any programming skills.If you have a different view, try one of the other engines. We're totally fine with it. Each engine has its pros, cons and an individual price model.
I currently use Unity. The team has done platformers but wants to branch out. I use the Free edition without limitations except the branding and other small things, but it's no problem. Not many indie devs are making 100k using Unity currently, so I probably won't have to worry about that anytime soon unless one of these ideas takes off. Unreal is always out of the question.Pro version is per title. Just no limitations in what you can do. Personally I think if the engine gets released on Steam in the future that licenses will have to be rethinked in terms of export modules (dlc) instead of current method.If you're releasing a paid for Android/iOS, you need a mobile license per game.
Wow, that seems crazy. Any other engine, I can buy the Android module or license and use it to export multiple Android games. Why do you make people buy a new license for every new game they want to release on Android? Just a way to make money or is there another reason?For example, I could easily buy Adventure Creator for Unity and use it to make as many games as I want and only need to buy the plug-in once. I like the beta but I'm questioning how costly it will be for me everytime I want to release something. But if you buy the Pro version for 500, you don't have any limitations? That's better, but I'm not very rich.
By the way, have you actually checked out Unity licenses recently? I just did. Subscription starting from $75 per month (plus version) up to $125 per month (pro). Yes there is a free version, but it includes branding & if you surpass $100k in sales then I believe you need to upgrade to at least plus license & if you surpass $200k then you need pro license. That's potentially over $1000+ per year, whereas we are talking about x amount when you are ready to release your game for android &/or iOS platforms. It's unlikely you are going to be releasing loads of games in a year unless you are a massive studio with a lot of team members/staff or make really short 1-3 room games.
https://store.unity.com/
Now let's look at UDK (unreal engine 4)...Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter.
It's free, but after you make $3000 in sales you have to pay them 5% of your total sale profit every quarterly (3 months). Let's say you made $50k in 3 months - unlikely with indie adventure game unless it's something phenomenal - which means you will be giving them... $2500. Long story short, that will add up too.
Here you are paying if you want to release for mobile platforms, €125 one time & with that you can release your game on android, iOS, windows, mac & linux without any limitations in what revenue you make from it. If you make $1 million squid from it, we won't demand you upgrade to a professional license, though if that were the case it's not like you wouldn't be able to afford it.
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Not many people need the pro version. It's mostly for massive Studios like Daedalic Entertainment & developers who are being funded by publishers.Okay, thanks for the info. I couldn't imagine paying that much. Now $500 seems fair compared to that. I suppose if not many people are buying that, you either come to the conclusion that you either need to lower the price or no one really needs the software that badly to warrant the cost.
If you think the current pro license is really pricey then you will be shocked to learn what it was until a few months or so back when the new forum website was released. I think it was around €2500 at one point & last year €1200 or something like that. I forget the exact price. Daedalic were the only ones purchasing it, though STASIS devs purchased one too because they made over $100k on Kickstarter & signed on with Daedalic as publisher to release game as boxed copy in certain stores - I think.
You can develop & export for any platform with the indie licenses, so you don't need mobile license to export for testing. There are only 2 versions of the editor; evaluation which is free & full version which you get with any license you purchase.
Hi Kevin,Thanks, I got that the first timewe are a small company with a very efficient game engine, perfectly adapted to the needs of classic p&c adventure games. If you want our engine, please accept our conditions. I think there are many reasons to use visionaire.Some points:1. Our licenses are very reasonable without a monthly payment.2. With each game you put in the mobile market, you usually earn money. So it shouldnt be a problem to pay the small license fee. The money from the licenses enable us the develop this engine3. We have many developers here who return to Visionaire after using Unity (like daedalic for example). It's costly and time consuming to create adventures with unity, especially when you dont have any programming skills.If you have a different view, try one of the other engines.We're totally fine with it. Each engine has its pros, cons and an individual price model.
I think that was a glitch in the forum. It sometimes double posts - though usually it posts 2 in a row not one later on with a delay.Thanks for your help. I'll check out the wiki plus see what YouTube has to offer. Now don't go and get stuck in some binge-watching marathon on Netflix tonight.
haha, yeah. Freelance. I doubt I will ever have any free time. I'm working as lead dev on one game at the minute, plus I have minor scripting roles in other projects on the go too. Then when there isn't that there's something to do at home, or some game to play, or some tv series to watch.
There's actually quite a few video tutorials & tutorials floating about. I've listed pretty much all of them that I know about on the VS wiki here.
P.S: before you mention the lack of documentation on the wiki... I've heard it many times already. I lack the time & I don't get paid to sort out the documentation or provide support. I do it in my free time, which there isn't a right lot of since I started doing freelance last year or so.
Thanks for your help. I'll check out the wiki plus see what YouTube has to offer.No problem at all.
Now don't go and get stuck in some binge-watching marathon on Netflix tonight.I probably will though. There's some new tv series starting the day/night according to my tv tracker.Thanks again.