Awesome. Do you happen to know what the missing features are? [import]uid: 5833 topic_id: 4867 reply_id: 16303[/import]
Graham,
After your changes and fixes to the camera, the performance issues are the only thing that are preventing you selling this from my perspective.
FYI the performance is good in the Corona simulator, the xcode simulator is also good but moving or dragging a map is unusable on a device (iphone 3G)
This is a map that’s 20 X 50 with 50 px tiles. The map had good performance on the same device when using Cocos2d and objective c.
Even though the map is slow on the device other corona animation/movement was fast, e.g a bullet firing.
Hope that helps and I know you’ll sort it,
Cheers!
Rob
[import]uid: 12431 topic_id: 4867 reply_id: 16317[/import]
what is becoming tedious for me right now is the ability to convert my graphics to use in ‘tile’ and be able to use within to export map
recreating all I’ve done in illustrator and chopping to fit on 32x32 or even 16x16, is more time consuming that coding
RD [import]uid: 7856 topic_id: 4867 reply_id: 16450[/import]
rdcube, I am using Zwoptex to put individual images into a single file usable by Tiled with great success. Obviously Zwoptex is meant to build sprite sheets so there are some peculiarities but in a nutshell it gets the job done. Take a look [import]uid: 11904 topic_id: 4867 reply_id: 16451[/import]
my 2 cent:
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It is not ready yet due to obvious performance issue, this is a very big deal breaker especially for game programmers if you think about it, there is a reason why c/c++ is still the reigning king of game programming language: performance.
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$40 will be on the higher end, considering to what I need Lime to do, I just need it to display tiles from Tiled, which I think make Lime a $5 product. I have a crazy idea, bear with me, Lime offers more than just displaying tiles, how about user can pick and choose the features (parallax, tiles, physics, animation etc) and if a user wants to use those features, fairly, they should be charged more ($50) and vice versa (as in my case, only a small subset of features)
[import]uid: 11334 topic_id: 4867 reply_id: 16866[/import]
An interesting idea, I will look into how easy it would be for me to split things up like that (it basically is anyway), but also need to think how I could manage that as well. [import]uid: 5833 topic_id: 4867 reply_id: 16873[/import]
If I were you I wouldn’t do it. At $5 a head how many developers do you need to sign up to the limited Lime before it makes sense for you? Managing 2 different code streams with different user base, communications, bug fixes and all that good stuff. Think about it. Your overhead almost doubles overnight so unless this doubles your income … Just my 0.02$
[import]uid: 11904 topic_id: 4867 reply_id: 16875[/import]
There will not be 2 codebases, the lime already has a modular design. I figure $5 will have a bigger user base thus brand recognition, there are features in Lime that will not be used by some users, so instead of one size fits all solution, there is a customized for each, a good analogy would the previous versions of jQuery UI, where you can pick and choose the feature sets and whenever you want to use more features, just add more modules (e.g: berry, mango etc) [import]uid: 11334 topic_id: 4867 reply_id: 16880[/import]
Ok. I understand what you have in mind. Thanks for taking the time. [import]uid: 11904 topic_id: 4867 reply_id: 16895[/import]
If I can do it without making my head explode then it seems a good idea, but naturally only if I can sort it out so that I can easily manage all the communication and customers.
It may result in the same situation that Ansca were in when they merged the regular SDK with the game edition though. [import]uid: 5833 topic_id: 4867 reply_id: 16909[/import]
On the different price points I personally wouldn’t do it.
It makes sense when you are doing enterprise software, e.g. £50K for ‘lite’ and £100K for ‘full fat’ but we are only talking $40 here
Bear in mind that 14 year old bought a copy of Corona for $99 and look at the prices they charge on UnityPrefabs (http://www.gameprefabs.com/).
I’d set a price the majority are willing to pay for the full feature set…
[import]uid: 12431 topic_id: 4867 reply_id: 16920[/import]
That is the other thing I was thinking about, $40 is the price of TextMate and people pay that much when it is just a text editor (a nice one sure but still just a text editor) and as you say if a 14 year old can pay for Corona (and a Mac no less) then I’m sure most people can He’s even a Lime beta tester so I would assume that he’s at least considering buying it.
And I see what you mean about the prefabs, $15-$35 for a countdown script? Seems fairly pricey. [import]uid: 5833 topic_id: 4867 reply_id: 16925[/import]
I say keep it at $40 as a full library but also do an intro release of $20, even particle candy could sell their particles ‘a la carte’ they don’t do it.
Avoid complications and just concentrate on working out the kinks and try to release a stable 1.0
Please keep adding more tutorials, I liked the mario template, but would’ve loved to be able to make it move around ‘parallax scrolling’.
You’ll be surprise how people will buy a package regardless of the price if it’s fully documented and has several tutorials detailing the in/out of how it all works
just my 2 cents
RD [import]uid: 7856 topic_id: 4867 reply_id: 17005[/import]
I agree that you should go for one price. If anyone is actually serious about making a game, they will spring $30-$40 for a product they know will help them. As said in previous posts, this means good doc and samples.
Looking forward to it [import]uid: 12267 topic_id: 4867 reply_id: 17008[/import]
Thanks for all the feedback so far, I think I agree and will go with the $20 early bird special and the $40 regular price.
I hope to sort out a parallax tutorial today or tomorrow after work. [import]uid: 5833 topic_id: 4867 reply_id: 17054[/import]
If people need these tools, they will pay for them. $40 is not too much to ask. My apps on the store generate about $500-$1000 a month, so a one-time fee of $40 is ok by me. Keep up the good work! [import]uid: 18951 topic_id: 4867 reply_id: 17313[/import]
I think it is agreed then, $40 for the full price
Thanks for the input everyone, very helpful. If you have any more you know what to do [import]uid: 5833 topic_id: 4867 reply_id: 17367[/import]
$40 is more than fine :). [import]uid: 13089 topic_id: 4867 reply_id: 17419[/import]
P.S. Glad to see your still up [import]uid: 5833 topic_id: 4867 reply_id: 17420[/import]
Graham,
Some of us are probably more than willing to pay the $20 early bird now; if only to help with development. Where would we send funds :)?
Thanks! [import]uid: 13089 topic_id: 4867 reply_id: 18034[/import]