[HN Gopher] GameMaker to be free for non-commercial purposes and...
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       GameMaker to be free for non-commercial purposes and have one-time
       fee license
        
       Author : flykespice
       Score  : 179 points
       Date   : 2023-11-21 14:43 UTC (8 hours ago)
        
 (HTM) web link (gamemaker.io)
 (TXT) w3m dump (gamemaker.io)
        
       | geiagal wrote:
       | This company changes their licensing terms every three years or
       | so. This is the same deal that Game Maker Studio 1.4 was licensed
       | under, then they brought out a subscription model for GMS 2 with
       | no free tier. It's hard to take them at their word and have faith
       | that there will really be a full-features free version "from now
       | on."
        
         | wilsonnb3 wrote:
         | They've been bought and sold a few times which is probably
         | related to the licensing changes.
         | 
         | Currently owned by Opera since 2021.
        
         | rollcat wrote:
         | I wonder if there's anything like a "rug-pull-proof"
         | licensing/development model. Even AGPL is not a guarantee, if a
         | single entity owns the copyright to the entire project (through
         | CLAs), and decides to switch to BSL, and has enough influence
         | to make forks irrelevant.
         | 
         | I think Linux's model is the strongest: individual contributors
         | retain copyright, and there are enough individual copyright
         | holders to make relicensing insanely difficult. Coupled with
         | the project's pace (and the pace at which they change the
         | internal APIs) it basically provides such a guarantee. Most
         | projects however are less successful and the users/downstream
         | developers can't count on momentum as the safeguard.
        
           | iudqnolq wrote:
           | A project could always be abandoned, there's no way to
           | guarantee perpetual labor on your behalf.
        
             | falcor84 wrote:
             | What does this have to do with the preceding argument? Yes,
             | the company could abandon the project, but the concern here
             | is about them taking all the previous work (including
             | volunteer contributions) and proceeding with a more
             | restrictive commercial license; that's what we want to
             | prevent.
        
               | asalahli wrote:
               | > the concern here is about them taking all the previous
               | work
               | 
               | Not unless they retroactively change the license on said
               | previous work, which I'm pretty sure they cannot.
        
               | falcor84 wrote:
               | I haven't looked into GameMaker's license specifically,
               | but many projects require a copyright assignment as part
               | of their contributor license agreement.
        
               | zem wrote:
               | that allows relicensing of the combined work moving
               | forward, not retroactive relicensing of already released
               | code.
        
               | falcor84 wrote:
               | That's indeed what I meant, apologies if I was unclear.
        
             | josephcsible wrote:
             | Nobody wants to guarantee perpetual future labor. The
             | guarantee we want is that _if_ there 's future labor, then
             | we want the fruits of it to remain FOSS.
        
             | rollcat wrote:
             | The concern is not about free labor, the concern is that
             | the product I'm building might get killed by vendor
             | deciding to just fuck me over. Whether the software is free
             | (as in beer or freedom) or not is a secondary concern - I'm
             | merely noting that even a license as strong as AGPL is not
             | a guarantee that I won't get fucked.
        
               | OkayPhysicist wrote:
               | It is, though? All that is required is that you're
               | allowed to maintain your own fork. Which is guaranteed to
               | you, in perpetuity, by the AGPL.
        
           | EarlKing wrote:
           | There is. It's called Pay The Author. If you don't have a
           | bare license conditioned on someone's pinky promise, but
           | rather you pay the author and thereby perfect that promise
           | into an actual, enforceable contract, then when someone
           | attempts a rug-pull you can actually file suit to enforce
           | your legal rights. Simple as.
        
         | TheRealPomax wrote:
         | That's the nice thing about a one-time license fee: whether
         | they maintain that license "from now on" is basically
         | irrelevant. There is only "for the version you bought". They
         | can change their license all they want in the future, that one-
         | time fee license will forever be valid for the specific version
         | you were willing to pay for.
         | 
         | It's why some folks are still using Photoshop CS6.
        
           | ajdude wrote:
           | I actively use game maker and as much as I love it, I really
           | got screwed over by this.
           | 
           | I bought game maker studio version 1 for mobile and paid a
           | great deal of money for it, it was shortly before they
           | released the new version of 2.0 with the new model and then
           | android dropped support for 32 bit mobile applications. I was
           | unable to build my android apps moving forward because 1.0
           | never supported 64bit while 2.0 did.
           | 
           | It took me a bit to finally come around to using the engine
           | again (I currently pay the monthly fee as I develop my game)
        
           | CodesInChaos wrote:
           | Pixel images are stable enough that they remain usable
           | forever. Windows is a relatively stable platform as well, so
           | not updating your development tools mostly works there. But
           | on mobile there are too many breaking changes and updated
           | store requirements for that to work for long.
        
         | heywhatupboys wrote:
         | can you get gamemaker 8 legally somehow?
        
       | gjsman-1000 wrote:
       | I've wanted to make a game for a while now as a side project; but
       | art styling matters immensely to me - more than the gameplay
       | itself, honestly. I feel like I need to become a good artist
       | first...
        
         | Kye wrote:
         | I bought this on the strength of the main instructor's concept
         | art course[0]: https://www.humblebundle.com/software/learn-to-
         | create-game-a...
         | 
         | [0] I'm halfway through and have made more progress in a week
         | than in a lifetime of false starts (complete with Black Friday
         | coupon):
         | https://www.gamedev.tv/courses/1289989?coupon_code=YIPPEE
        
         | cloudking wrote:
         | There are so many generative AI tools for creating game assets
         | now, you don't really need to become a good artist.
         | 
         | https://www.scenario.com/
         | 
         | https://www.rosebud.ai/ai-game-assets
         | 
         | https://www.layer.ai/
         | 
         | Coming soon https://unity.com/products/muse
        
           | gjsman-1000 wrote:
           | True; but other indie gamers would never forgive me because
           | it's seen as plagiarism.
        
             | sillysaurusx wrote:
             | Ignore them.
        
           | tensor wrote:
           | What are some of your favourites?
        
             | warent wrote:
             | I've been using https://cascadeur.com/ to animate the
             | models that I hire artists to make
        
           | noodlenotes wrote:
           | What are the best tools for commercial use? I've been using
           | Midjourney for some stand-in assets, but I haven't researched
           | the license implications.
        
           | joshstrange wrote:
           | That only really works if there is a way to keep all the
           | generated art in the same "genre" (aka looking similar). Most
           | tools I've used create completely different outputs on each
           | run and trying to subtly tweak something is difficult.
        
             | ghqst wrote:
             | While I wouldn't personally use them, that appears to be
             | the point of all three of the services he listed.
        
               | joshstrange wrote:
               | I think they added those links later, IIRC the comment
               | was just the first line of text when I replied but that's
               | interesting for sure.
        
           | zachrip wrote:
           | Can we share a few resources for these?
        
             | cloudking wrote:
             | Updated comment with examples
        
           | kdfjgbdfkjgb wrote:
           | but you'll be banned from Steam
        
           | duxup wrote:
           | How does this work exactly?
           | 
           | Every time I've played with AI generated art it's like
           | rolling the dice for any given image or single peace.
           | 
           | Then I ask for another, and I get something completely
           | different that would never fit with the first piece...
           | 
           | A game requires some level of consistency across the assets.
        
             | HumblyTossed wrote:
             | > How does this work exactly?
             | 
             | AI> Design me some game graphics that look similar to Mario
             | Bros, except instead of the main character being a plumber,
             | make him an electrician and instead of having a brother who
             | is a plumber also, give him a sister who sells stuff on
             | Etsy.
        
               | duxup wrote:
               | Even if that gives me a baseline, then what? If I want
               | more I find I get something out of left field. The non-
               | deterministic nature of AI makes it kinda hard to iterate
               | all assets right?
        
               | Taylor_OD wrote:
               | Well it takes some work to get something you like...
               | 
               | But prompting with things like, "Return all future images
               | for this chat in the style of x" help.
               | 
               | You're not just going to be able to say, "Create all my
               | artwork for my game" but prompting and honing in on
               | something is easier, imo, than learning how to create
               | that artwork yourself.
               | 
               | If you do something like pixel art, you can also get a
               | rough draft from dalle then do some editing yourself.
               | Again, it isnt doing everything for you but its
               | significantly easier and faster than learning how to be
               | an artist yourself.
        
               | dragonwriter wrote:
               | Generative AI is not non-deterministic, it is just
               | chaotic. (That is, small changes to input may have large
               | and hard to predict changes in output.)
               | 
               | OTOH, there are lots and lots of tools to improve
               | controllability. Still, though, tricky for most game
               | assets (though inprovements are being made by leaps and
               | bounds) beyond static illustrations/icons.
        
             | jstarfish wrote:
             | ControlNet lets you direct posing, for starters.
        
           | broken_clock wrote:
           | Those are just frontends on top of Stable Diffusion. They
           | won't provide what you need for a game - the results aren't
           | animatable or rigable.
        
         | warent wrote:
         | If you have the money for it, you should really consider hiring
         | a contract artist to supplement your gaps.
         | 
         | A concept artist and a 3D modeling artist altogether will cost
         | like $3000 for 1 fully complete character that fits your
         | vision. For 2D probably a lot cheaper.
         | 
         | For me, $3000 is worth the months/yrs of saved time.
         | 
         | Of course if you are having fun learning the art side and don't
         | care about the destination as much then ignore this and have
         | fun with it! If you practice every day for a year you'll
         | probably start getting close to what you invision.
         | 
         | EDIT: I'll also add that it's possible most of the aesthetic
         | you're looking for can be achieved via shaders (for both 3D and
         | 2D games). A lot of art looks very different in-game because of
         | shaders doing all kinds of manipulations.
        
           | Cthulhu_ wrote:
           | They could start with stick figures and placeholder graphics
           | to communicate the idea, then level up; a great example of
           | this iterative approach is Factorio, which redid some of its
           | graphics and graphics pipelines over the years, starting off
           | with basically MS Paint style graphics, then moving to a
           | detailed 3D model transformed to 2D sprites pipeline.
           | 
           | Then there's the Kingdom of Loathing games that never moved
           | on from shitty Paint drawings, lol.
        
         | aethertron wrote:
         | Find that good artist then either:
         | 
         | 1. pay them to make art for the game you want to make, or
         | 
         | 2. work with them for free to make the game they want to make.
         | 
         | Good luck.
        
         | micromacrofoot wrote:
         | there's an artist out there that probably has the opposite
         | problem, this is how many games are made
        
       | rychco wrote:
       | Like many others, I had (appropriately) written off gamemaker
       | entirely as soon as they changed to a subscription model. It was
       | always a solid choice for making games, so I'm glad to see that
       | it might be worth using again.
        
       | charcircuit wrote:
       | Of $100. This is quite steep compared to when the pro version
       | only costed $20. I don't think the lite version prohibited
       | commercial use either, it was just limited in what it could do.
        
       | pipeline_peak wrote:
       | Who needs game maker when we have godot, etc?
        
         | gjsman-1000 wrote:
         | Different strokes for different folks. It's like asking why we
         | need PowerPoint when we've got LibreOffice.
        
           | pipeline_peak wrote:
           | LibreOffice is a substandard imitation. Godot is more
           | powerful than Gamemaker. It can do anything Gamemaker can do
           | and it's free.
        
             | nacs wrote:
             | Godot is definitely far more powerful but it has a higher
             | learning curve.
             | 
             | Gamemaker is far easier for beginners who are making that
             | Gamemaker type of game (typically top-down, pixel-art for
             | graphics, etc).
        
               | pipeline_peak wrote:
               | That is true. It's just an unfortunate that GameMaker is
               | the one of the that isn't open source
        
             | nottorp wrote:
             | That is the problem actually. You don't always need
             | powerful.
        
         | wilsonnb3 wrote:
         | people who want console support without paying a third party
         | company to port their game, for starters
        
           | riffruff24 wrote:
           | True, you pay them instead of Godot. Unless your third party
           | company is w4games, then you're just paying godot with extra
           | steps.
        
         | bogwog wrote:
         | Who needs Vue when we have React? Who needs Javascript when we
         | have Typescript? Who needs MariaDB when we have MySQL? Who
         | needs Docker when we have Podman? Who needs Burger King when we
         | have McDonalds? Who needs Wish.com when we have Amazon?
         | 
         | ...
        
           | anthk wrote:
           | MariaDB is MySQL.
        
             | Y_Y wrote:
             | #notmysql
        
           | beretguy wrote:
           | Who needs Java when we have C#?
        
             | sproketboy wrote:
             | Who needs C#? Nobody.
        
           | BobaFloutist wrote:
           | Who needs Python when we have machine code?
        
           | tomschwiha wrote:
           | Who needs programmers when we have GPT?
        
           | josephcsible wrote:
           | The point is that this is still proprietary, but we already
           | have FOSS that does the same thing. Who needs AIX and HP-UX
           | when we have Linux and BSD? Who needs leaded gas when we have
           | unleaded gas?
        
         | TeMPOraL wrote:
         | Who needs Lego when you can buy a welder in a supermarket?
        
           | qbrass wrote:
           | Not I
        
         | jessepasley wrote:
         | Can Godot export to mobile/console/etc easily?
        
       | madjam002 wrote:
       | Last time I used Game Maker was just before they got acquired by
       | YoYoGames, it actually inspired me to learn programming along
       | with Roblox (early 2007).
       | 
       | It's cool to see how it's still going!
        
         | Dudester230602 wrote:
         | A lot of old things from 90s are still going surprisingly
         | strong - Python, JavaScript, Java etc.
        
         | xur17 wrote:
         | Agreed! I'm assuming this is the same gamemaker I used back in
         | highschool (~2004), which is what got me into programming in
         | the first place.
        
         | ruuda wrote:
         | Game Maker was how I got into programming in the early 2000s!
         | Looking at the website now, it looks very different today, but
         | the core is still there.
        
         | Ajedi32 wrote:
         | Wow, I followed that exact same path! First GameMaker, then I
         | moved on to Roblox later, and now programming is part of my
         | job!
         | 
         | I think I might still have some of the old .exe files for the
         | games I made back in the day...
        
         | daviddoran wrote:
         | Same! I created numerous games with early GameMaker as a pre-
         | teen. I even managed to use it for making various useful little
         | programs, like an interactive calculator to show my Dad's
         | company that the bandwidth required for multiple security
         | cameras would eat up all the bandwidth available on the
         | relatively slow internet connections. It definitely had an
         | enormous positive effect on my career in software.
        
       | HumblyTossed wrote:
       | Every time I see GameMaker, I think Gary Kitchen's GameMaker.
       | Ahhh... Good times.
        
       | lxe wrote:
       | I believe this is the "same" GameMaker I built my first game when
       | I was 13 back in 2001 or 2002.
        
         | matsemann wrote:
         | For me I think it was version 5 in 2003
         | https://gamemaker.fandom.com/wiki/Version_5
         | 
         | At least the screenshot tingles something in the brain.
        
         | famahar wrote:
         | Same. I was so active in the legacy forums before YoYo games
         | deleted it all. I found an archive of the old forums on
         | archive.org and I'm extracting the folder as I write this
         | (process has been taking over an hour so far and it's only
         | halfway). So far it seems to be almost 60GB of information. I
         | thought it would just be text, but I guess it's that plus all
         | the images. I can't wait to see what 10 year old me was up to
         | back then. It's been 20 years.
        
           | heywhatupboys wrote:
           | are you talking about gmshowcase.dk ? The site YoYo games
           | literally pulled from existence to become their own "half
           | baked" showcase?
        
         | dylanjcastillo wrote:
         | Me too! I started programming because of Game Maker.
         | 
         | I lost all the games I did. I wished I had saved them
         | somewhere.
        
       | bossyTeacher wrote:
       | Probably only doing it because competition. They had the chance
       | to do it +20 years ago
        
       | a1o wrote:
       | I would be curious if someone with Game Maker experience could
       | try Adventure Game Studio and report what did they think of it
       | what is to like and what isn't, what is good and what is bad.
        
       | conorcleary wrote:
       | Many thanks to Mark Overmars for the development of GM, it was a
       | core part of my toolkit in the early 2000's and introduced me to
       | offline programming.
        
       | mollerhoj wrote:
       | I made superslimesoccer.io with game maker back in the day, still
       | going strong with 1000s of daily visitors
        
       | sirwhinesalot wrote:
       | This is nice but they really need to fix their new UI, it's a
       | mess. The sprite editor is lovely but the multi-window layout is
       | needlessly confusing, it's extremely cumbersome to edit code in
       | drag-and-drop compared to the old studio 1 UI, and it's extremely
       | unstable, with regular "game maker has become unstable, please
       | save your work and restart" messages.
       | 
       | I'd sooner pay 50 euros for Game Maker with a stable, simpler UI
       | than 0 for the current one.
        
       | adamrezich wrote:
       | neat, too bad my Game Maker 5 license won't qualify though. still
       | kinda salty it didn't transfer over when YoYo bought it out.
        
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