Price Range: Between 50 and 80$ (US)
Currency converter link:
http://www.bankofcanada.ca/en/rates/exchform.html
Will there be a trial version ?:
We won't have a full-featured working trial version, we might have a limited demo or something. One thing for sure, you will be able to SEE what the maker can do since we will have the complete documentation and tutorials available online, and a lot of video demonstration of every part of the maker, with a lot of screenshots. There will also be sample games showing what the maker can produce.
Payment method: We will have as much as we can, but it is yet too soon to list what we will accept. (guarateed: Paypal.)
What language is it beeing coded in?
C and C++
Are you using a public graphics engine? (DirectX, OpenGL)
Direct X, but we also keep in mind portability, so the design of the engine will be flexible so we can use it with other graphics engine.
How will the data formats be?
Our own format. For media we are using existing format, because it's simplier and we have no need to reinvent the wheel.
What screen resolution does it support ?
Should support multiple resolution, fullscreen or windowed. Starting at 640X480, and maybe as far as 1024X768 -- Still too early to confirm.
Will there be a scripting language / Does it use RUBY ?
No, it does not use RUBY, and there isn't any real scripting language in GDS. The only script-like features is GDCode - GDCode somewhat allows you to do anything the Action Editor (events editor) can do but with a script-like syntax.
Will it be 3D ?
Nope, it is 2D, so if you have great art for your resources, the game you make will be graphically great. The advantage of making it 2D is mainly the ease of making resources, and the greater accessibility. It's more complex and cost more to create 3D models than sprites. But if we sell enough version of GDS and other products, we plan to make a 3D GDS.
Will it have a lot of resources ?
We will work hard on making resources for the game maker, we will do a default package, and our goal is to create additional packs that follows a theme, those packs will contains everything you might want about a certain theme, and we will sell it at around 5 or 10$. We will sell those additional packs because they cost us money to create, because they will be professional art, and we want to be able to develop many additional packs. So, our goal isnt just to create a maker and leave it there as everybody else, we want to develop it, work it, enahnce it, create resources so you can use them. We understand the fact that not all people are artist and can draw, so we will create resources. We understand not all people can script and code, so we made it so you can create stuff without real coding.
Is your game maker able to "reproduce" what the current RMXP script do?
And as if our maker can do anything the current add-on script for RMXP can do, yes, it can. The features that the RMXP scripts actually brings to RMXP, for more than half of them, are actually basic, and our maker can do those things by default in the system; like text scroll, it is part of the dialog editor.
Will it support Isometric ?
The map editor won't be isometric so far, but since you can use any resource specs, you can actually draw isometric tileset and sprites and use them, and when you define their movement rules, you set them in isometric degrees instead of straight. (45 degrees instead of 90, or anything you have drawn.)
Can you explain more what the Battle System Editor is all about?
Quote from the official website features list:
QUOTE
The battle system editor is what allows you to configure every algorithms (mathematical operations) that will be used in each different situation during a combat. The battle system communicate with the evolution system of your characters, and you have full control over the evolution settings too; therefore, you can really do what you want; you could even make it so that every character evolve in a different manner using different attributes.
This means you will create your own battle system from strach by adding "cases" and inserting algorithms (what happens) into those cases. In a standard RPG, like FF3 by example, or even an RMXP game, if the player select the option "Attack" from a certain character and select a certain enemy, the CPU will do a certain algorithm using the data from the player, what is equiped on the player, and the enemy and what is equiped on the enemy - And sometimes more stuff comes into play -- Like in Chrono Cross, the elements gauge of the battle field comes into play. Once the CPU completed that algorithm, attributes of the player and enemy has been modified, i.e: Reduced HP, gave Experience, etc.
What the little text I wrote in the features list of our maker is that you, the user, will actually create all those battle possibilities and insert your own algorithm in them, using the attributes you will create on each character you do. It means total freedom, all you need is some maths.
Don't worry though, there will be template of already working battle system and other settings coming with the maker. And tutorials, help, etc.
What kind of games can your maker do ?
GameDev Studio is designed for flexibility, so you will be able to create anything you may want. So if you want to create an Action RPG, a tactical RPG, a scroller, a shooter, mini games or puzzle games, you'll be able to do them.
Can we sell the games we make with your maker ?
Yes, you can sell your games - As long as you own the copyright for its content. You can use the resources pack developed by us in your game and still sell it. We plan on having an online shop on our website in which you can sell your games. If you use our shop to sell your games, we will takes a small percentage for server cost, service and promotion.
How much freedom do we have about settings attributes such as Experience and HP, etc ?
Total freedom. You do not enter the editor and edit how much HP the character has. You actually create an attribute that you name HP, and then you use it. So you can add whatever attributes you need, and have only those you need since you can add and delete them.
What input method is available (Gamepad, mouse ?)
Everything, every buttons on the keyboard, any buttons of your mouse (even extra buttons), and up to 4 game pads.
Is animated GIF supported ?
Yes, you can import them.
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