Commercial Games In AGS

Started by james_isaac, Sat 30/08/2003 12:33:12

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james_isaac

What do I ahve to do if I want to produce a commercial game with AGS?

Privateer Puddin'

get the non mp3 version
make your game
set up a way of distributing it

james_isaac

So, there are no extra costs?

Privateer Puddin'

no costs within ags it self, but you have to use the non mp3 version other wise license costs

will cost you to send out the game, but in theory, you should make that back

jannar85

Q: Is AGS freeware? What's the license?
A: AGS is officially "swap-ware". What this means is that I give you AGS to use, for free. However, if you enjoy it, I'd appreciate you letting me know. Whether this is just an e-mail to say thanks, posting your game on the forums or anything really, it doesn't matter.
However, if you wish to make money from your game you should read the Legal Information page to be clear on the license agreements of AGS components.

Those can be found here:
http://www.agsforums.com/aclegal.htm
Veteran, writer... with loads of unreleased games. Work in progress.

m0ds

Well said Custard. If only it was just three steps to making a commercial game :P

Privateer Puddin'

well 'make your game' has about one hundred thousand million in it self ;)

Archangel (aka SoupDragon)

#7
Quote from: custard on Sat 30/08/2003 22:11:38
well 'make your game' has about one hundred thousand million in it self ;)

Yes, but they're quite easy ones really:

int main(void){
AGSGame * game = new(AGSGame);
for(int i = 0; i <= 100000000000; i++){
game.HowGoodTehGameIs += 1;
}
MaekMyGame(game, GAME_COMMERCIAL, "game.exe", 1337);
}

|Alky|

QuoteWhat do I ahve to do if I want to produce a commercial game with AGS?
Learn to spell right.... ^_^

And ask yourself if it's really worth selling - what you gain in money, you lose in respect.
Alex 'Alkaline' Cline

We're going back to the tick tock to get the boo-boo. Send for backup. - Baby's Day Out

Las Naranjas

Except no-one will hold it against you. We don't hold anything against Mike for Fatman.
"I'm a moron" - LGM
http://sylpher.com/novomestro
Your resident Novocastrian.

rodekill

Rebel -> Speak for yourself. Anyone that has the energy to put together a commercial project deserves every bit of respect than anyone else does. Ask Ionias what's involved beyond what's usually needed for a freeware game. Most people can't even do that, from what I've seen.
SHAWNO NEWS FLASH: Rodekill.com, not updated because I suck at animation. Long story.
peepee

remixor

Quote from: Rebel Without a Clue on Sat 30/08/2003 23:57:28
QuoteWhat do I ahve to do if I want to produce a commercial game with AGS?
Learn to spell right.... ^_^

And ask yourself if it's really worth selling - what you gain in money, you lose in respect.

I think that's unfair.  Just because someone is selling a product doesn't mean they're "selling out".  There are perfectly legitimate cases where hard working developers (ie, Mike Doak of Fatman Adventures) have created a product worthy of support beyond our essentially closed community's congratulations.  That's their perogative, and if a game is terrible, people won't play it whether it's free or not.  If it's great, that's a different matter.
Writer, Idle Thumbs!! - "We're probably all about video games!"
News Editor, Adventure Gamers

Andail

Measured in working hours, I doubt even a fairly succesful game as Fatman will yield a profit.

Anyway, a commercial game must be awfully professional, without bugs or glitches or anything like that.
If you showed us some smaller projects you've done, we could tell you your chances of making a selling game

m0ds

#13
James Isaac... Day of the Aliens ... Art by Rusulka ... Ahh yes, now I know who you are :D :P

If you want to create a commercial game - just have the passion and ambition to see it through and get it done.

m0ds

rodekill

QuoteMeasured in working hours, I doubt even a fairly succesful game as Fatman will yield a profit.

I think it's more about a dream, or goal some of us have had. It's strange, because honestly, you can just make a game and give it away, and that should be the same thing, but at the same time, the whole commercial thing makes it seem more 'real', if that makes any sense.

QuoteAnyway, a commercial game must be awfully professional, without bugs or glitches or anything like that.
If you showed us some smaller projects you've done, we could tell you your chances of making a selling game

Exactly. Not only do you have to make the game, which will more likely than not have to be significantly longer than most of the freeware stuff, but you're responsible for distribution, and customer support. You have an obligation to answer your customers questions, fix bugs etc...
People seem to think that it's just like making any other game, only you get money. Well, yeah right.
Also, there's the fact that you now have to deal with reviews in a more serious manner, which can be rough, especially when you've made 90% of the game yourself.
SHAWNO NEWS FLASH: Rodekill.com, not updated because I suck at animation. Long story.
peepee

Squinky

I admit that it is a dream of mine to create a commercial game, but I don't think I have the talent or time....

So, I can see where people are coming from when they want to...

Eggie

Again, I would like to suggest Cafépress. They let you have one Data CD-rom per store for free.

It may look a little unproffesional but it's an affordable and easy way of getting it out there.

And if you buy 50 or so copies of your own game maybe you can show it around local specialist shops or somthing.

m0ds

I think Mike Doak tried the Cafepress CD's, supposedly they're pretty awful. Can't remember why tho.

m0ds

Archangel (aka SoupDragon)

The name Cafépress triggered alarm bells in my mind, and after a few seconds on google I found out why:

http://www.giveneyestosee.com/say-no-to-cafepress/

Eggie

I had no idea...

It's a good job that I'm not making any money from my Cafépress store anyway.  :)

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