Why AGS don't have commercial version???

Started by td, Tue 16/05/2006 13:15:56

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kadok

AGS cost some money.

1)you pay for internet access.

2)it cost's your free time

do you know any other costs?????
sorry for may english... it's not my native language so I may make some mistake's

IM NOT TEH SPAM

QuoteCan't undarstand why creator of AGS don't create commercial version.

It's very simple.  A commercial version would have to have extra features, otherwise its simply a ripoff.  However, that would result in a tiered community.  The buyers, the free users--It would half ruin what makes AGS great.

m0ds

I see no advantages in a commercial version either. Plus, it's come too far for any extra tools to really be worth commercial value, in my opinion.

None the less I still think Chris should set up a donate now button, and get rich. Or just put the funds into AGS related events like Mittens! Imagine that! Chris could pay for a Mittens cruise! :P

vict0r

Quote from: kadok on Tue 16/05/2006 17:30:34
AGS cost some money.

1)you pay for internet access.

2)it cost's your free time

You dont really need internet to use AGS, and you don't really pay for the internet to download AGS... + Free time isnt really money.

Radiant

Quote from: td on Tue 16/05/2006 17:22:07
Anyway...  could someone advice me  non-expensive engine similar AGS with res. 1024x768?

Wintermute, possibly (not sure, I've never used it). Or, tackle it yourself in Visual C++, that's what I do.

LGM

There is no possible way you could utilize that much resolution with art, unless you are a professional painter or something. AGS doesn't support 3D enviornments, either, so there's no need for that high of a resolution. You'll find that 640x480 is quite hard to fill.

Wintermute is the only "good" engine I can think of that will support that resolution. If you want to do first person stuff, you could try Adventure Maker. That has a fee.

But just because something is free, doesn't mean something you can pay for is any better. If that were true, I would be a much poorer man.
You. Me. Denny's.

dasjoe

Quote from: vict0r on Tue 16/05/2006 17:42:00
Free time isnt really money.

i want YOU to work for ME in your free time! and i won't pay you.
now say again free time is not money, thus worthless.
... it's quite easy being the best.

m0ds

I hope the Forego's include a "Most stupid question ever asked" category next year... :P

vict0r

Quote from: hajo on Tue 16/05/2006 18:38:20
Quote from: vict0r on Tue 16/05/2006 17:42:00
Free time isnt really money.

i want YOU to work for ME in your free time! and i won't pay you.
now say again free time is not money, thus worthless.

Free time isnt money. Not worthless tho. There are other values here in the world than money you know! And if you try to force me to work for you i'll slap you silly!

Pumaman

The original post seems to be implying that 1024x768 is not supported because AGS is free, and that if it was supported then AGS would have to be commercial.

But consider this. Chewbacca is a Wookiee from the planet Kashyyyk. But Chewbacca lives on the planet Endor. Now think about it; that does not make sense! Why would a Wookiee, an eight-foot tall Wookiee, want to live on Endor, with a bunch of two-foot tall Ewoks? But more important, you have to ask yourself: What does this have to do with AGS?

Ladies and gentlemen, it has nothing to do with AGS! It does not make sense! Look at me. I'm a computer programmer defending the resolution support of an adventure game engine, and I'm talkin' about Chewbacca! Does that make sense? Ladies and gentlemen, I am not making any sense! None of this makes sense! If Chewbacca lives on Endor, you must accept 800x600 as maximum resolution. I rest my case.

LGM

Chris Jones: Using obscure Star Wars anecdotes to rationalize the fact that he couldn't be arsed to support highly excessive rsolutions since 2006.
You. Me. Denny's.

Phemar

Quote from: [lgm] on Tue 16/05/2006 19:43:52
Chris Jones: Using obscure Star Wars anecdotes to rationalize the fact that he couldn't be arsed to support highly excessive rsolutions since 2006.

It's actually a bit from a South Park.

Krysis

Quote from: Zor on Tue 16/05/2006 19:45:55
Quote from: [lgm] on Tue 16/05/2006 19:43:52
Chris Jones: Using obscure Star Wars anecdotes to rationalize the fact that he couldn't be arsed to support highly excessive rsolutions since 2006.

It's actually a bit from a South Park.

Whatever it is, it sounds awesome.  ;D

Squinky

See, even southpark dosen't want AGS to have higher res.

BerserkerTails

Aww, the Chewbacca defense. Nothing can beat it. (I love South Park)
I make music.

Gord10

I'm not a supporter of the commercial AGS idea, too.

*Just adding the 1024*768 res. is not enough to make this program to have commercial version. Most people wouldn't want to pay a 20$ to a free tool just to increase the maximum resolution from 800*600. And this may require the commercial version to have some more extra features than the free version. But I don't think such an extra feauture is missing 'now' (you know, modules, plug-ins etc.). But there is a solution for giving more differences between the commercial and free edition: Taking out some features in the free AGS. If there is no scripting option or something like this in the free AGS, then the commercial AGS would be more worth to be paid 20$.
And I don't need to say how silly (and harmful to us, freeware game developers) this idea.

*And my current AGS game, Lost In The Nightmare 2, is 800*600; and I must say that 800*600 is already quite high, I'm thinking of changing it to 640*480 before it is too late (before preparing more rooms without changing their res.). Some of my friends find the game very slow (and the version they were playing was 16 bit, as my game is originally 32 bit). So I don't think 1024*768 is not something so necessary.
Games are art!
My horror game, Self

td

I don't understand where this theme is go...? Of cause i respect AGS and creator of this engine but no one serious publisher will not take the game with 640x480 res.

Krysis

Quote from: td on Tue 16/05/2006 20:33:31
I don't understand where this theme is go...? Of cause i respect AGS and creator of this engine but no one serious publisher will not take the game with 640x480 res.

Rolf? Neva mind... Ever tryed making backgrounds or characters for a high resolution game? Try.

vict0r

Quote from: td on Tue 16/05/2006 20:33:31
I don't understand where this theme is go...? Of cause i respect AGS and creator of this engine but no one serious publisher will not take the game with 640x480 res.

Why not? If your art, music and scripting skillz are good enough, you should be able to do quite well. If not, they probably arent any better with 1024x768. There is already one in these forums making a commercial ninjah game with the 800x600 res. And if a publisher don't want your game, you can set up a website so people can buy it from there. And why are you asking if he will go commercial? Wouldnt it pay off if you asked him to do the high-res thingy on the next patch?

LimpingFish

1024x768 isn't really that high a resolution, in game terms, these days. But as far as adventure games go, such a high resolution would only benefit graphics of a Syberia or Still Life "quality". If you draw like a monkey, painting with a fag end up his bum, a higher res isn't going to help you.  :-\

Not that I'm saying you DO, of course...
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