Visionaire 5 Public Beta Test now live!

  • #280, by Kevin ArnoldSaturday, 01. April 2017, 00:16 7 years ago
    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. smile

    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 will definitely test the beta out some more. I was actually surprised at how quickly I was able to start something. Pretty amazing engine you have here. As for the money, I'm that way with everything, so it's not a shot at you for trying to earn a living. I will continue to try the beta out, talk to some peers about it and then most likely make the indie purchase to do a trial run, then upgrade from that if it seems my small group likes it. Thanks for the reply!

    Newbie

    18 Posts


  • #281, by Kevin ArnoldSaturday, 01. April 2017, 00:20 7 years ago
    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. smile
    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.

    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. wink

    http://img08.deviantart.net/b3b0/i/2006/088/b/a/_shakeshark__by_taimotive.gif
    http://img08.deviantart.net/b3b0/i/2006/088/b/a/_shakeshark__by_taimotive.gif
    http://img08.deviantart.net/b3b0/i/2006/088/b/a/_shakeshark__by_taimotive.gif
    http://img08.deviantart.net/b3b0/i/2006/088/b/a/_shakeshark__by_taimotive.gif

    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.

    So the Pro version is still for only one game? Man, that's some insane stuff. So basically if you make a game, spend the $500, make hardly anything in return, you basically know there's no need to develop games anymore cause you'd never have enough money to buy a new license to release a new game.

    I'll try the beta out and get everyone on-board with trying it with me. If it's a success, then I'm good. If not, well, no loss for anyone I suppose. 

    Thanks for the reply.

    Newbie

    18 Posts

  • #282, by afrlmeSaturday, 01. April 2017, 00:30 7 years ago
    Not many people need the pro version. It's mostly for massive Studios like Daedalic Entertainment & developers who are being funded by publishers.

    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.

    P.S: do you have any examples of platformer games you've made? They seem to be one of most popular selling genres on Steam (platformer, 2d, metroidvania). I quite like them myself.

    P.P.S: do you only sell on Steam store itself? most people only buy games when they are on sale; at least 33% to 50% off. The more sales you join, the more likely you will sell units. The same goes with distributing your game on as many steam key stores as possible, which usually charge much smaller % for selling your game than Steam. Places like greenmangaming, gameplanet, bundlestars, humblebundle are a great place to try to get your game on, so is getting your indie game in a humble bundle as those things sell like hotcakes. - this isn't actual experience, but research & speculation. I've freelanced for quite a number of games now, but have yet to work on a personal project - too busy with other peoples projects. Aisus!

    Imperator

    7278 Posts

  • #283, by Kevin ArnoldSaturday, 01. April 2017, 00:40 7 years ago
    Not many people need the pro version. It's mostly for massive Studios like Daedalic Entertainment & developers who are being funded by publishers.

    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.
    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.

    I've only seen one decent video tutorial series about using this software, so I guess I have a bit of hunting to do since I'm the one who's the guinea pig for this software. I'll be using the free edition, or this beta, until I can do some good convincing to go forward.

    *I would be too ashamed at the moment to show any platformers I've worked on before the team I'm on now. The new stuff, though, now I can't wait to get out. My thing has always been point and click adventures, which is what brings me here. And I understand about the freelancing thing. Sometimes you gotta find time for your own things. wink

    Newbie

    18 Posts

  • #284, by marvelSaturday, 01. April 2017, 00:42 7 years ago
    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. smile

    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 engine 

    3. 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. smile We're totally fine with it. Each engine has its pros, cons and an individual price model.

    Key Killer

    598 Posts

  • #285, by Kevin ArnoldSaturday, 01. April 2017, 00:45 7 years ago
    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. smile

    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 engine 

    3. 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. smile We're totally fine with it. Each engine has its pros, cons and an individual price model.
    Thanks, I got that the first time grin

    Newbie

    18 Posts

  • #286, by afrlmeSaturday, 01. April 2017, 00:52 7 years ago
    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.

    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. grin

    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.

    Imperator

    7278 Posts

  • #287, by Kevin ArnoldSaturday, 01. April 2017, 00:59 7 years ago
    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.

    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. grin

    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. Now don't go and get stuck in some binge-watching marathon on Netflix tonight. wink Thanks again.

    Newbie

    18 Posts

  • #288, by afrlmeSaturday, 01. April 2017, 01:20 7 years ago
    Thanks for your help. I'll check out the wiki plus see what YouTube has to offer.
    No problem at all. smile

    Now don't go and get stuck in some binge-watching marathon on Netflix tonight. wink Thanks again.
    I probably will though. There's some new tv series starting the day/night according to my tv tracker. razz

    Imperator

    7278 Posts

  • #289, by Kevin ArnoldSunday, 02. April 2017, 02:16 7 years ago
    I admit that I don't know much about Visionaire yet, but I'm testing version 5 compared to stuff I've watched for version 4.2 on YouTube, and I see problems. I'll number them so you can see better and if they're even bugs and me not screwing things up smile

    1. When I import an animation, such as the right walking animation, and then try to set the center point, the first image of the animation disappears.

    2. When I try to harmonize my right walking animation with my right standing animation, the window pops up but then kind of freezes. I can't close it or cancel it, even though the buttons look like they're being pressed when I click them.

    The sprites are png files at 1kb each and 320x320 pixels. 

    I'm using the beta 4.9.9 1187 build on Windows 10 with updated Nvidia GFX drivers.

    Newbie

    18 Posts

  • #290, by marvelTuesday, 04. April 2017, 19:20 7 years ago
    Developers Note: Now it's possible to add individual turn animations. It's up to you to create and add a simple "rotation animation" or to create a more professional "natural looking" character turn animation (inkl. a turning head, upper body turn and feet sequence). 

    We've tested this function and it looks good to us - but of course you cannot compare it with a professional, individually coded "walking system", like we for example know it from the broken sword series. You would need a complicated (maybe scripted) system to achieve this kind of bahavior. We plan additional changes and improvements here - especially to provide a better immersion and gameplay - but we don't want to let you wait for it as you already waited a long time for Visionaire 5. 

    So... we are making a cut now, close the last construction sites and plan to release "Visionaire 5 RC" in a few days. 

    Key Killer

    598 Posts