GP2X Small Gp2x Games Shop


The thing is, the free games won't need to suddenly only be available at a charge - the developers could easily use the shop as a central place to receive donations for their freely available games.

How serious/likely is this project?
Alongside my main job, I am a free-lance web developer and I'd be interested in giving some of my time to help move this along.

Apart from the central location to find the latest games, etc, I think the shop could also be used to help give the GP2X a more professional name.
 
Id be willing to pay that price for a game
but there should be a register of who paid for the game and who didnt
i know i often lose files on my compuot (sooo many files)
and sd vards arnt always reliable
so it would be good if you could download them again if u lose the game one day
 
If we are using the standard dev kit, with HW SDL support, can we release commercially? Apparently you only have to release the source if you change it?


Perhaps you are referring to a game being developed by gp2x.co.uk. I have no control over that.

What actually happened with Vektor? Did you sell the rights to gp2x.co.uk or did they just decide to start selling it?
 
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I am already planning on going down this route. I have the paypal (sucks) interface setup already and working. Just need to produce some good games now. I plan on releasing GP2X Invaders first, and see how it goes.

I do think people should try and sell games, if you sell them you have a responsibility to make it as polished as possible (for the price tag that is), and its incentive for people to develop more and better games.

IMO, emulator authors should do the same. Each release should be cheap though. As soon as I get some cash I will be donating to at least 3 projects on here. The community is great and I think we can help it grow.

EDIT: BTW, I am quite happy for people to host their products on my page. I will throw some pages up shortly so you can see how it will work. Essentially people can add their games to my site and the payment will go to them. (100%) Only it will use PayPal :p
 
If we are using the standard dev kit, with HW SDL support, can we release commercially? Apparently you only have to release the source if you change it?
Yes, you can make commercial apps with SDL. If you do, you have to link with the library as a shared object (libSDL.so I believe). If you statically link it you have to provide the entire source code to your application.
See: http://www.libsdl.org/license-lgpl.php

Perhaps you are referring to a game being developed by gp2x.co.uk. I have no control over that.

What actually happened with Vektor? Did you sell the rights to gp2x.co.uk or did they just decide to start selling it?
I licensed the source code to them to use as the starting point for their commercial game.
 
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Why did people fall over themselves trying to pay for a chunk of turned plastic that takes minutes to produce yet resent paying a fraction for software that takes weeks to develop ? What is more, not only do they want it for free, they expect the same quality that they see produced by commercial teams who take months or even years over development.

Hm, yeah. Thanks for that wildly inaccurate comparison. See, if you're going by how long each unit takes to produce, then the games only take a few minutes to upload to someone's computer at NO COST except your bandwidth and the recipient's internet time. However, if you're going by how long the product itself takes to actually develop and design, I think you'll find that the unit itself, yet again comes out being the one that is both the most expensive and the most time-consuming by FAR.
So I appreciate your twisting of the facts, but no. That's not valid.

Anyway, I hardly see how this will ruin anything. The thing about homebrew on things like the PSP (pre-firmware update, that is.) and the Gameboy machines is that it's not a very visible part of them. Most people are completely unaware of it. With the GP2X, however, I'd assume that 100% of its current users are aware of the homebrew gaming, and that's a hell of a lot more than among the PC gamers, which is the other very homebrew-friendly platform.

Case in point: Kenta Cho. Awesome freeware games developer/ genius. Polished and fantastic and much much better than a lot of the games I see being sold on the PC indie market. Even though the indie developer/ publisher/ gamer triangle is quite successful on the PC, there are still tons of great freeware games being developed. Cave Story, anyone?

Of course, the GP2X market is much smaller than the PC market, but I still think there's something to go on here. My point is that I don't think it will have that much of an effect on the homebrew development.

And if all else fails, remember the immortal words of Yoghurt: Muychandize, muychandize, muychandize!
 
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Magnulus posted on Jul 1 2006 at 07:26 PM said:
Why did people fall over themselves trying to pay for a chunk of turned plastic that takes minutes to produce yet resent paying a fraction for software that takes weeks to develop ? What is more, not only do they want it for free, they expect the same quality that they see produced by commercial teams who take months or even years over development.

Hm, yeah. Thanks for that wildly inaccurate comparison. See, if you're going by how long each unit takes to produce, then the games only take a few minutes to upload to someone's computer at NO COST except your bandwidth and the recipient's internet time. However, if you're going by how long the product itself takes to actually develop and design, I think you'll find that the unit itself, yet again comes out being the one that is both the most expensive and the most time-consuming by FAR.
So I appreciate your twisting of the facts, but no. That's not valid.
I think 'a chunk of turned plastic' refers to the replacement joystick cap someone was selling on here.
 
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Oh, right! Of course! That was kind of silly of me, really.
At least the first part of my comment stands as valid. I should think it still costs more to produce, package and ship it than it costs to up- and download a game.
 
Magnulus posted on Jul 1 2006 at 10:38 PM said:
Oh, right! Of course! That was kind of silly of me, really.
At least the first part of my comment stands as valid. I should think it still costs more to produce, package and ship it than it costs to up- and download a game.
But not more than to develop a piece of software - which was the point being made. The downloading is irrelevant.
 
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