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MasterM



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21st April, 2011 at 11:19:20 -

so when are they gonna release it? have they already released it? i cant find it on clickteam's page.

 
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MasterM



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23rd April, 2011 at 01:51:22 -

oh come on guys. if it isnt out yet you could at least have said "no it aint out yet" or something but no reply is uber lame. seriously.

 
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23rd April, 2011 at 02:18:42 -

No, it ain't out yet.

It's in testing though.

 

  		
  		

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23rd April, 2011 at 08:00:23 -

Certain cool people are testing it

 
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
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23rd April, 2011 at 09:05:28 -

Oh are you netninja?

 
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23rd April, 2011 at 09:54:34 -

Yep

 
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nim



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23rd April, 2011 at 15:36:02 -

They haven't released it yet. You might want to check out the discussion thread on the Clickteam forums. The last time I checked it looked like they were considering a weird pricing plan that required you to pay for the exporter, and then pay for each game and (and!) include a MMF logo on the loading screen (even with Dev). I don't know if they changed their minds but it's probably going to be something close to that in the end.

 
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26th April, 2011 at 22:24:05 -

I think the exporter will set you back about $249.

 
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MasterM



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27th April, 2011 at 02:28:34 -


Originally Posted by The Chris Street
I think the exporter will set you back about $249.



ouch

 
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UrbanMonk

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27th April, 2011 at 04:06:06 -

And a little more for an intel based Mac, not to mention the $100 apple yearly fee.

Yeah it's not meant for hobbiest. At least not the poor kind.

Although I'll gladly compile and upload games to the apple store for anyone if they ask nicely.

 
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nim



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12th May, 2011 at 16:20:28 -

I've been seeing quite a few iPhone games recently here and on Clickteam's Facebook page. Are these people beta testers? (Clash Ball) I'm not that bothered about the exporter but seeing these games being released must be a little frustrating for the guys who are itching to use the it themselves.

 
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12th May, 2011 at 16:24:38 -

Exactly what I was thinking. I hope CT doesn't think this is a clever way to advertise

 
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12th May, 2011 at 22:58:36 -

No, it wasn't to advertise, it was partially to see if apple would accept the apps.

I'm going to submit one myself pretty soon.

 
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12th May, 2011 at 23:32:00 -

I'm only slightly interested.

On the one hand, anyone who buys an iphone must be A: Rich, and B: Stupid - which sounds like a good demographic to try and sell your games too.

On the other hand, you have to pay $250 for the exporter, plus $100 to Apple, plus another 30% of profits to Apple. And then there's also a lot of competition, and a lame app that just makes fart noises is as likely to be successful as a quality game.
The chances of you actually making any money seem slim to none.

 
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13th May, 2011 at 01:07:51 -

Hey now! I own an iphone!

You'll also need a mac to compile the app and you also have to mess around with code signing keys and the like to actually test it on the device.
It's not so true about the fart apps anymore since there are now a lot more quality apps on the store. It took long enough though.

I wouldn't worry too much about giving %30 to apple.
You can complain about that if you want, but in the end any money you earn would be money you wouldn't otherwise have from that market if you didn't sell anything at all.

even just making 20 or so is 20 more you didn't have before!

Of course I'm just in it for fun since I don't think I'll get rich or anything from it. It's your call.

 
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13th May, 2011 at 10:45:25 -


Originally Posted by UrbanMonk
I'm going to submit one myself pretty soon.



Are you a beta tester, too?

Is everyone except me a beta tester of this thing??

 
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13th May, 2011 at 20:59:24 -

Yes, I'm helping with the exporter since I own just about all the iOS devices except the iphone 4.

 
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Jacob!



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16th May, 2011 at 23:44:02 -

I'm not, but I'm an Android tester, which is far cooler n_o

XNA testing is on already too. Y'all're behind the times.

 
Have you even been far as decided to use even go want to do look more like?

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17th May, 2011 at 00:06:55 -

"I'll buy anything as long as its shiny and made by Apple"

Seriously, this exporter would not be needed if Jobs & Co would allow flash on their devices. I find it bizarre that people love purchasing hardware where what you can run on it is limited. I also find it puzzling when I witness people buying the next generation of apple products (ipods etc) purely becuase it is the next generation yet their current device still works...

Plus I thought you actually need to own a mac to do the compilation? If so thats another £867 for a super lame MacBook (2gb RAM and 250 gb HDD, are we back in 2007?) or a similar spec Mac Mini for £612.

Its an expenisve hobby, with very little chance for revenue in my opinion.

(No offense to Mac users, but they are seriously expensive for what you get)


 
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17th May, 2011 at 17:49:16 -


Originally Posted by ..::hagar::..
\Seriously, this exporter would not be needed if Jobs & Co would allow flash on their devices.



I own and iPad 2 and the new Blackberry Playbook, and I've got to agree with apple on this one.

The Playbook has the same spec's as the iPad 2, but it supports flash. I was excited about this, but once you try to use some flash content on the web it becomes clear that a 1Ghz duel core just can't handle it.

So I think the lack of flash is just Apple's way of trying to keep the device running smooth. All those flash ads that show up on some sites make browsing on the Playbook near impossible.

 
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17th May, 2011 at 18:32:27 -

Sure, but I would rather have the choice to run flash apps slowly on my device, rather than Mr Jobs deciding for me. For that reason I will never puchase an Apple IOS device. I fail to see how anyone would support OS imposed software restrictions... sorry dude . Plus even my Nokia phone has a setting to disable flash based content. The Apple products could do this as well to enable fast browsing.

I am a bit of a free software / OS software advocate, so I really detest hardware/os imposed restrictions .

Edited by an Administrator

 
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GamesterXIII



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17th May, 2011 at 18:36:13 -



Its an expenisve hobby, with very little chance for revenue in my opinion.




Only because you don't know how to market yourself. People make money on low-quality indie games all the time.

 
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Hagar

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17th May, 2011 at 18:50:50 -


Originally Posted by GamesterXIII


Its an expenisve hobby, with very little chance for revenue in my opinion.




Only because you don't know how to market yourself. People make money on low-quality indie games all the time.



Depends what your idea of money is, plus I would never try to market anything I was not proud of.

I know some people in the click community have made decent money from making decent flash games, but unless you manage to get a five minute wonder to go big (like farting applications or a "torch" for your mobile) the hourly rate I would earn for something I would be proud to put my name on, would probably be not that much at all.

For example on my current game, I would hate to think of the number of hours I have put it doing 3D modelling and working on the engine, and that is just my hours. My friend has also been doing modelling and music in the studio.

Hence a hobby and hence an expensive one.


 
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17th May, 2011 at 18:53:53 -


Originally Posted by GamesterXIII


Its an expenisve hobby, with very little chance for revenue in my opinion.




Only because you don't know how to market yourself. People make money on low-quality indie games all the time.




Hah, like you know shit about that

 
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17th May, 2011 at 19:32:26 -


Originally Posted by UrbanMonk

Originally Posted by ..::hagar::..
\Seriously, this exporter would not be needed if Jobs & Co would allow flash on their devices.



I own and iPad 2 and the new Blackberry Playbook, and I've got to agree with apple on this one.

The Playbook has the same spec's as the iPad 2, but it supports flash. I was excited about this, but once you try to use some flash content on the web it becomes clear that a 1Ghz duel core just can't handle it.

So I think the lack of flash is just Apple's way of trying to keep the device running smooth. All those flash ads that show up on some sites make browsing on the Playbook near impossible.

That's funny, because my Droid X only has a single core 1 Ghz processor, and it runs flash just fine, ads and all.

 
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17th May, 2011 at 20:40:37 -

I guess it depends on your definition of "fine"
It might just be the bad implementation of flash on the BBPB, but still even when I'm browsing on the iPad I don't miss flash all that much.

I wouldn't recommend the iPad to anyone because I feel like there is a lot more value in a PC at the same price, but I won't say I can't agree with their decision to keep flash off the device.
Besides, like many others have said before, free flash games would cut into app developers profits, and that business decision is one I would make myself if I were in charge of Apple.

 
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18th May, 2011 at 11:05:45 -

I never thought I would sound like a Microsoft fan boy, but I am starting to think Jobs makes Gates look like socialist!

Microsoft got taken to court for less. I.e. the court case of bundling internet explorer with the OS, but at least with Windows you had the option of installing a different browser.

Apple is monopolising its IOS platform yet no one seems to care, as they are the "cool" company, and we should all know competition is a good thing not a bad thing .


 
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18th May, 2011 at 14:59:13 -


Originally Posted by Hayo

Originally Posted by GamesterXIII


Its an expenisve hobby, with very little chance for revenue in my opinion.




Only because you don't know how to market yourself. People make money on low-quality indie games all the time.




Hah, like you know shit about that



Who said I could market myself? I certainly didn't.

There have been several people that were slightly involved in the click community that were making BANK on their casual games 5,6,7,8 years ago. Your piddly little $800 you made in 9 months isn't shit compared to the volume they were doing, and one particular "developer" I'm thinking of specifically was only making 40% profit on each sale, yet netting more in a month than you probably net a year.




Edited by GamesterXIII

 
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Hayo

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18th May, 2011 at 15:35:36 -

Just wondering, did they ever test you for autism?

 
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18th May, 2011 at 15:41:28 -

Mad?

 
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Hayo

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18th May, 2011 at 16:00:36 -

That's what I thought, thanks.

 
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18th May, 2011 at 16:18:20 -


Originally Posted by Hayo
Just wondering, did they ever test you for autism?



I agree with the quoted comment .

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Back to work Artemis Clyde Frog and make those millions! I could earn a lot as a researcher, but doing my hobby (at a reasonable salary) I think I would enjoy much more. Either that or I maybe setting up an instrumentation company with my supervisor...

Anyway I miss the days of clicking for the fun of it...


 
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18th May, 2011 at 18:15:57 -

I make $0, obviously. I don't care to profit from game design at the moment, as I have too many other things going on. I plan to put more effort into it in about a year when I have a better setup.

You guys just seem to think that its 100% impossible to make large amounts of money making "indie" games. The guy that made cactus bruce was making tens of thousands a month. I wouldn't exactly say that cactus bruce is amazing by any means, nor would I expect any of his other games to be revolutionary. That tens of thousands was only 40% of what his games were netting because he was using a portal for most or all of his sales. I don't know the exact figures as its been a while, but he had a blog or something talking about it at one point in time.

Anyone who thinks that you can't make any significant amount of money off of click games is an idiot, hands down, and examples like these are exactly why I can't stand this community.

"I can't I can't I can't I can't I can't I can't I can't I can't"

Edited by GamesterXIII

 
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Hagar

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18th May, 2011 at 18:45:50 -

Clyde, sometimes I really cannot believe you are not a fake account.

At no point have I said myself or anyone else could not make money making games with click products.

I just said I personally could not be bothered to do so, as I would only sell things I would be proud to put my name on. Such things would require 100s of hours of work (such as my current game, which some people have seen its early engine and artwork). How long did that guy make "tens of thousands"? Probably not those long, as game sales usually drop off quite quickly upon release.

I am a terrible perfectionist, and I would probably spend far too long on a game. That said I would love to make money (and a living) making games, is it not the reason we are all here? We love making games. Try reading my posts better next before trolling , nice try but no cigar.

I could just earn a lot doing my profession, which would be a lot more secure give the fact I maybe settling down with my lady soon...

 
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18th May, 2011 at 18:50:53 -


Originally Posted by GamesterXIII
I make $0, obviously. I don't care to profit from game design at the moment, as I have too many other things going on. I plan to put more effort into it in about a year when I have a better setup.

You guys just seem to think that its 100% impossible to make large amounts of money making "indie" games. The guy that made cactus bruce was making tens of thousands a month. I wouldn't exactly say that cactus bruce is amazing by any means, nor would I expect any of his other games to be revolutionary. That tens of thousands was only 40% of what his games were netting because he was using a portal for most or all of his sales. I don't know the exact figures as its been a while, but he had a blog or something talking about it at one point in time.

Anyone who thinks that you can't make any significant amount of money off of click games is an idiot, hands down, and examples like these are exactly why I can't stand this community.

"I can't I can't I can't I can't I can't I can't I can't I can't"



Huh. Nobody ever said such a thing. It's possible to make money with indie games (I do so myself and it's more than $800 thankyou) and we all know the example of Blue Tea games (I worked for the guy in the old days) but it IS hard, and it IS a lot of work to pull it off right.

 
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21st May, 2011 at 10:10:07 -

I have just been reading about the iPad, do you really need a USB dongle? Just wow.

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XNA will be a lot more interesting for me .

 
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16th June, 2011 at 16:38:27 -

I'm exited about the iphone exporter, but it had I'm not sure how usefull it will be if you need a Mac to compile it so I hope that's not true. Personaly I think the more devices/systems MMF can export to the better. One thing I really dislike about the games indestry shifting so much toward consoles is the "console exclusive" games. There have been a few times I've seen an iPhone game that I can't play becosue I don't have an iPhone. With the new exporters coming out you could develop a game that could run on iPhone, Black Berry, Android or XBA... or NXA or whatever the Micrasoft thing is. And if you don't wont to develop for one platform, then don't buy that extension.

That's my take on it anyway.

 
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