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iPhone commercial license costsSo currently the commercial license for SDL 1.3 on iPhone is $300 per
product, but after looking at the market and the people looking to develop on iPhone, I'm seriously considering dropping the cost to $100 per product with a discount for multiple products. Thoughts? See ya! -- -Sam Lantinga, Founder and President, Galaxy Gameworks LLC _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsI'm also seriously considering offering free educational licensing for
all platforms, if SDL 1.3 is being used for class projects. The student would of course have to provide the e-mail address of their teacher for validation. :) On Sun, Nov 1, 2009 at 9:43 PM, Sam Lantinga <slouken@...> wrote: > So currently the commercial license for SDL 1.3 on iPhone is $300 per > product, but after looking at the market and the people looking to > develop on iPhone, I'm seriously considering dropping the cost to $100 > per product with a discount for multiple products. > > Thoughts? > > See ya! > -- > -Sam Lantinga, Founder and President, Galaxy Gameworks LLC > -- -Sam Lantinga, Founder and President, Galaxy Gameworks LLC _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsI think that is a great idea. Not just because it is cheaper, but because
of the reality of the iPhone marketplace. I have a couple of friends that started companies and their first products were for the iPhone. One has his product in the top 25 and yet that is only generating a 200-300 sales a month. The other company is in the top 50 and gets about 50-100 sales a month. Ken -----Original Message----- From: sdl-bounces@... [mailto:sdl-bounces@...] On Behalf Of Sam Lantinga Sent: Sunday, November 01, 2009 10:43 PM To: SDL Subject: [SDL] iPhone commercial license costs So currently the commercial license for SDL 1.3 on iPhone is $300 per product, but after looking at the market and the people looking to develop on iPhone, I'm seriously considering dropping the cost to $100 per product with a discount for multiple products. Thoughts? See ya! -- -Sam Lantinga, Founder and President, Galaxy Gameworks LLC _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsOn Sun, Nov 1, 2009 at 10:54 PM, Sam Lantinga <slouken@...> wrote:
> I'm also seriously considering offering free educational licensing for > all platforms, if SDL 1.3 is being used for class projects. The > student would of course have to provide the e-mail address of their > teacher for validation. :) I don't see the legal need for that. SDL 1.3 is still LGPL so there is no problem using it for classes on many platforms and even on something like the iPhone you can use it under the LGPL so long as you do not distribute it. At least that is the way I understand it. I suppose don't think of turning in a project as distribution.... which could be a wrong view. I do see that posting "Free for educational use" would make a lot of not too bright CS instructors and Department heads a lot less nervous about using it in classes :-). You have to consider that "educational use" extends way past use in the class room. It opens it up to self education, use in books, use by self help groups, use at "game camp", and so on. So, there may not be an instructor to talk to and the instructor may not be associated with a recognized educational institution. I have actually used SDL 1.2 in a whole bunch of classes and I love it as an instructional aid. And, I am planning to use 1.3 in a class as soon as I get the chance. Oddly enough, I have gotten serious push back from students who are unwilling to use SDL in any way shape of form. They want to learn the details of one specific platform's APIs rather than learn principles that apply to all platforms. These folks come into class believing they know exactly what they need to learn to write games. (I guess it is no surprise that those students rarely manage to finish a single project...) Bob Pendleton > > On Sun, Nov 1, 2009 at 9:43 PM, Sam Lantinga <slouken@...> wrote: >> So currently the commercial license for SDL 1.3 on iPhone is $300 per >> product, but after looking at the market and the people looking to >> develop on iPhone, I'm seriously considering dropping the cost to $100 >> per product with a discount for multiple products. >> >> Thoughts? >> >> See ya! >> -- >> -Sam Lantinga, Founder and President, Galaxy Gameworks LLC >> > > > > -- > -Sam Lantinga, Founder and President, Galaxy Gameworks LLC > _______________________________________________ > SDL mailing list > SDL@... > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > -- +----------------------------------------------------------- + Bob Pendleton: writer and programmer + email: Bob@... + web: www.TheGrumpyProgrammer.com _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costs>----- Original Message ----
>From: Bob Pendleton <bob@...> >Subject: Re: [SDL] iPhone commercial license costs > >Oddly enough, I have gotten serious push back from students who are >unwilling to use SDL in any way shape of form. They want to learn the >details of one specific platform's APIs rather than learn principles >that apply to all platforms. These folks come into class believing >they know exactly what they need to learn to write games. (I guess it >is no surprise that those students rarely manage to finish a single >project...) Maybe they're just smart enough to realize that relying on an abstraction before you know how it works and what's really going on is asking for trouble. _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsSome of my friends who have developed for the iphone didn't even come
close to recouping their development costs on their first few apps. Is there any reason not to license SDL to the end-user instead, and charge the developer per copy? On Mon, Nov 2, 2009 at 12:43 AM, Sam Lantinga <slouken@...> wrote: > So currently the commercial license for SDL 1.3 on iPhone is $300 per > product, but after looking at the market and the people looking to > develop on iPhone, I'm seriously considering dropping the cost to $100 > per product with a discount for multiple products. > > Thoughts? > > See ya! > -- > -Sam Lantinga, Founder and President, Galaxy Gameworks LLC > _______________________________________________ > SDL mailing list > SDL@... > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > -- http://codebad.com/ _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsOn Mon, Nov 2, 2009 at 4:15 PM, Mason Wheeler <masonwheeler@...> wrote:
>>----- Original Message ---- > >>From: Bob Pendleton <bob@...> >>Subject: Re: [SDL] iPhone commercial license costs >> >>Oddly enough, I have gotten serious push back from students who are >>unwilling to use SDL in any way shape of form. They want to learn the >>details of one specific platform's APIs rather than learn principles >>that apply to all platforms. These folks come into class believing >>they know exactly what they need to learn to write games. (I guess it >>is no surprise that those students rarely manage to finish a single >>project...) > > Maybe they're just smart enough to realize that relying on an > abstraction before you know how it works and what's really going > on is asking for trouble. Chuckle :) That would make sense if we were talking about DOS where you started out writing the interrupt handler shim needed to capture the timer interrupt so you could set the hardware timer to some reasonable frequency for timers and then use the captured interrupt to poll the joystick, control the pitch of the tone coming out of the speaker, and implement high precision timers... Yeah, if we were talking about systems where you had to actually stuff specially formated values into registers at specific address in just the right order to set the video mode or feed the sound DAC. We did that in the bad old days, we do not do that any more. Today *all* APIs are abstractions. Even the so called low level APIs are high level abstractions. You never get to see what is "really" going on. It works much better to learn the general principles so that you can recognize how each API implements the general principles. If you start with the details of one API you can be completely stuck when you want to do what the blippflappo() function from the Framajam API does using the BliP! API. If on the other hand you want to know how to play samples with different sample frequencies you can recognize the correct function in *any* API. The over identification of concept with implementation ends the careers of more programmers, and even more students, than any other mental defect I have ever encountered. The first time I noticed the problem I was talking to an experience programmer about parsing techniques and I made the off hand remark that you could write a compiler in Basic if you were masochistic. His reply was the you could not, ever, under any circumstances, write a compiler in Basic. I was shocked down to my knees, but rather than arguing with him I asked why he believed that? His reply was that Basic could not call the OS function that was used to output relocatable object code... That is, the Basic provided by UNIVAC on UNIVAC 1100 series computers running EXEC 8 did not provide a command to output the specific version of relocatable object code understood by the EXEC 8 linker... To him a compiler was a program that called that specific OS function. If it didn't do that, it wasn't a compiler. Notice how strongly attached to details the poor fellow was. To him Basic was not a general idea, or a specification, it was the specific version provided by a specific vendor on a specific type of 36 bit ones complement batch main frame OS. And, of course, a compiler was not a program that translates from one formal language to another. To him a compiler was a program that output relocatable object code in a specific format using a specific operating system call only provided by a single OS on a particular type of 36 bit ones complement computer architecture. He did not last long as a programmer. BTW, this is a guy I went through school with. He was a good friend. I was a groomsman at his wedding and I got good an drunk with him after his divorce... But, the guy never made it as a programmer. I see this mental defect all the time in students and occasionally in working programmers. I never see it in people who managed to stay programmers for 10 or more years. Bob Pendleton > > _______________________________________________ > SDL mailing list > SDL@... > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > -- +----------------------------------------------------------- + Bob Pendleton: writer and programmer + email: Bob@... + web: www.TheGrumpyProgrammer.com _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costs>----- Original Message ----
>From: Bob Pendleton <bob@...> >Subject: Re: [SDL] iPhone commercial license costs > >The first time I noticed the problem I was talking to an experience >programmer about parsing techniques and I made the off hand remark >that you could write a compiler in Basic if you were masochistic. His >reply was the you could not, ever, under any circumstances, write a >compiler in Basic. I was shocked down to my knees, but rather than >arguing with him I asked why he believed that? His reply was that >Basic could not call the OS function that was used to output >relocatable object code... That is, the Basic provided by UNIVAC on >UNIVAC 1100 series computers running EXEC 8 did not provide a command >to output the specific version of relocatable object code understood >by the EXEC 8 linker... To him a compiler was a program that called >that specific OS function. If it didn't do that, it wasn't a compiler. >Notice how strongly attached to details the poor fellow was. To him >Basic was not a general idea, or a specification, it was the specific >version provided by a specific vendor on a specific type of 36 bit >ones complement batch main frame OS. And, of course, a compiler was >not a program that translates from one formal language to another. To >him a compiler was a program that output relocatable object code in a >specific format using a specific operating system call only provided >by a single OS on a particular type of 36 bit ones complement computer >architecture. > >He did not last long as a programmer. Looks to me like he's overly attached to a particular abstraction and doesn't understand the details behind it. If he knew how relocatable object code worked on a UNIVAC 1100 series, he would be able to write a routine to produce it himself instead of needing the OS to do it for him. :P Also, I'm a bit confused. You introduce him as "an experience[d] programmer", but then at the end you say he didn't last long. How am I to interpret that? _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsOn Mon, Nov 2, 2009 at 4:32 PM, Donny Viszneki <donny.viszneki@...> wrote:
> Some of my friends who have developed for the iphone didn't even come > close to recouping their development costs on their first few apps. Is > there any reason not to license SDL to the end-user instead, and > charge the developer per copy? Yeah, a one time charge is easy to collect and easy to verify. The time and expense of logging all purchases and sending in quarterly, or even, yearly license fees are a royal pain in the ass for the developer and pretty much ensure that Sam will never see most of the money he is due. Let's say I write an iPhone application using SDL and sell 37 copies over the following year. For that I own Sam, say 0.037 USD. Yeah, 3.7 cents... hey, 0.1 cent per sale is reasonable for an app that sells for $1 per copy... Ok, let's say Sam charges 1 cent per copy so we owe him a whole 37 cents, the results are the same. At the end of the year I look at that and say, screw "Sam, It isn't enough for me to feel guilty about. If he wants he can sue me!". OTOH, if I send Sam $100 when the app is accepted at the app store Sam gets his money and at the end of the year I don't feel guilty. Not to mention that I get to deduct the $100 as a business expense! Hey, I'm not out much for SDL. Sam got paid. I got a tax deduction. What is $100 bucks compared to the actual cost of equipment and time needed to develop an iPhone app? Nothing. Stick with one time fees. People will pay those. Bob Pendleton > > On Mon, Nov 2, 2009 at 12:43 AM, Sam Lantinga <slouken@...> wrote: >> So currently the commercial license for SDL 1.3 on iPhone is $300 per >> product, but after looking at the market and the people looking to >> develop on iPhone, I'm seriously considering dropping the cost to $100 >> per product with a discount for multiple products. >> >> Thoughts? >> >> See ya! >> -- >> -Sam Lantinga, Founder and President, Galaxy Gameworks LLC >> _______________________________________________ >> SDL mailing list >> SDL@... >> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org >> > > > > -- > http://codebad.com/ > _______________________________________________ > SDL mailing list > SDL@... > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > -- +----------------------------------------------------------- + Bob Pendleton: writer and programmer + email: Bob@... + web: www.TheGrumpyProgrammer.com _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsI would have accepted a reasoned response from Sam, but your response
seems almost deliberately obtuse. You picked a pricing model designed to invalidate any licensing deal that is invoked each time you sell a copy, and you seem to deliberately ignore the fact that if someone only sells 37 copies, not only can they not justify their licensing costs, but apparently now we're supposed to believe that people are less willing to pay their bill the *less* it is. The tax deduction is also a totally bunk argument. *departs the discussion* On Mon, Nov 2, 2009 at 8:10 PM, Bob Pendleton <bob@...> wrote: > On Mon, Nov 2, 2009 at 4:32 PM, Donny Viszneki <donny.viszneki@...> wrote: >> Some of my friends who have developed for the iphone didn't even come >> close to recouping their development costs on their first few apps. Is >> there any reason not to license SDL to the end-user instead, and >> charge the developer per copy? > > Yeah, a one time charge is easy to collect and easy to verify. The > time and expense of logging all purchases and sending in quarterly, or > even, yearly license fees are a royal pain in the ass for the > developer and pretty much ensure that Sam will never see most of the > money he is due. > > Let's say I write an iPhone application using SDL and sell 37 copies > over the following year. For that I own Sam, say 0.037 USD. Yeah, 3.7 > cents... hey, 0.1 cent per sale is reasonable for an app that sells > for $1 per copy... Ok, let's say Sam charges 1 cent per copy so we owe > him a whole 37 cents, the results are the same. At the end of the year > I look at that and say, screw "Sam, It isn't enough for me to feel > guilty about. If he wants he can sue me!". > > OTOH, if I send Sam $100 when the app is accepted at the app store Sam > gets his money and at the end of the year I don't feel guilty. Not to > mention that I get to deduct the $100 as a business expense! Hey, I'm > not out much for SDL. Sam got paid. I got a tax deduction. What is > $100 bucks compared to the actual cost of equipment and time needed to > develop an iPhone app? Nothing. > > Stick with one time fees. People will pay those. > > Bob Pendleton > >> >> On Mon, Nov 2, 2009 at 12:43 AM, Sam Lantinga <slouken@...> wrote: >>> So currently the commercial license for SDL 1.3 on iPhone is $300 per >>> product, but after looking at the market and the people looking to >>> develop on iPhone, I'm seriously considering dropping the cost to $100 >>> per product with a discount for multiple products. >>> >>> Thoughts? >>> >>> See ya! >>> -- >>> -Sam Lantinga, Founder and President, Galaxy Gameworks LLC >>> _______________________________________________ >>> SDL mailing list >>> SDL@... >>> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org >>> >> >> >> >> -- >> http://codebad.com/ >> _______________________________________________ >> SDL mailing list >> SDL@... >> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org >> > > > > -- > +----------------------------------------------------------- > + Bob Pendleton: writer and programmer > + email: Bob@... > + web: www.TheGrumpyProgrammer.com > _______________________________________________ > SDL mailing list > SDL@... > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > -- http://codebad.com/ _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsOn Mon, Nov 2, 2009 at 6:06 PM, Mason Wheeler <masonwheeler@...> wrote:
>>----- Original Message ---- > >>From: Bob Pendleton <bob@...> >>Subject: Re: [SDL] iPhone commercial license costs >> >>The first time I noticed the problem I was talking to an experience >>programmer about parsing techniques and I made the off hand remark >>that you could write a compiler in Basic if you were masochistic. His >>reply was the you could not, ever, under any circumstances, write a >>compiler in Basic. I was shocked down to my knees, but rather than >>arguing with him I asked why he believed that? His reply was that >>Basic could not call the OS function that was used to output >>relocatable object code... That is, the Basic provided by UNIVAC on >>UNIVAC 1100 series computers running EXEC 8 did not provide a command >>to output the specific version of relocatable object code understood >>by the EXEC 8 linker... To him a compiler was a program that called >>that specific OS function. If it didn't do that, it wasn't a compiler. >>Notice how strongly attached to details the poor fellow was. To him >>Basic was not a general idea, or a specification, it was the specific >>version provided by a specific vendor on a specific type of 36 bit >>ones complement batch main frame OS. And, of course, a compiler was >>not a program that translates from one formal language to another. To >>him a compiler was a program that output relocatable object code in a >>specific format using a specific operating system call only provided >>by a single OS on a particular type of 36 bit ones complement computer >>architecture. >> >>He did not last long as a programmer. > > Looks to me like he's overly attached to a particular abstraction and > doesn't understand the details behind it. If he knew how relocatable > object code worked on a UNIVAC 1100 series, he would be able to > write a routine to produce it himself instead of needing the OS to do > it for him. :P LOL! I see your point. I'm pretty sure I suggested writing code in Basic that would output code in the correct format. I remember being told that Basic couldn't *open* that kind of file. EXEC 8 had a lot of weird file types built into the OS and only programs that used the right system calls could create them. I remember there was a Fortran binding for the relocatable code functions and one for Cobol. (Cobol compilers tend to be written in Cobol.) > > Also, I'm a bit confused. You introduce him as "an experience[d] > programmer", but then at the end you say he didn't last long. How am > I to interpret that? At the time he had 2 or 3 years full time experience and about the same doing customer support at the University we went to. He lasted as a programmer about 3 years after that. His employer made a major move into UNIX and he was unable to adapt. Wound up working in the training department. Bob Pendleton > > _______________________________________________ > SDL mailing list > SDL@... > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > -- +----------------------------------------------------------- + Bob Pendleton: writer and programmer + email: Bob@... + web: www.TheGrumpyProgrammer.com _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costs>----- Original Message ----
>From: Bob Pendleton <bob@...> >Subject: Re: [SDL] iPhone commercial license costs > >I'm pretty sure I suggested writing code in Basic that would output >code in the correct format. I remember being told that Basic couldn't >*open* that kind of file. EXEC 8 had a lot of weird file types built >into the OS and only programs that used the right system calls could >create them. I remember there was a Fortran binding for the >relocatable code functions and one for Cobol. (Cobol compilers tend to >be written in Cobol.) Oh wow! That's annoying! :( I remember similar issues on the Apple II. I'm glad modern OSes don't work like that. _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsOn Mon, Nov 2, 2009 at 6:26 PM, Donny Viszneki <donny.viszneki@...> wrote:
Donny, I do seem to have an amazing ability to piss you off. OTOH, in our private emails we seem to get a long. I know it is possible for you to read what I write with out getting upset. Please understand that no matter how you interpret what I write, it is not, and never will be, intended to demean you in any way. > I would have accepted a reasoned response from Sam, but your response > seems almost deliberately obtuse. You picked a pricing model designed > to invalidate any licensing deal that is invoked each time you sell a > copy, How so? I picked a fixed price model which is what is out there. Do you object to my choice of prices? > and you seem to deliberately ignore the fact that if someone > only sells 37 copies, not only can they not justify their licensing > costs, That was part of the point. The majority of people selling these apps are not selling large numbers of them. Look, multiply the numbers by 10 or even 100 and you still get very small numbers going to Sam. > but apparently now we're supposed to believe that people are > less willing to pay their bill the *less* it is. It's quite true actually. Especially when it isn't a bill. Pay per copy license systems work on the honor system. They have to. Unless the amounts are known to be in the 10s of thousands of dollars the licensor can not afford to audit the licensee. Without audits, there is no way to enforce a license deal. That means that the licensor must simply trust the licensee to send the money that is owed. When it is a bill things are a little different. Ever worked with billing? Many people simply ignore bills for less than the cost of a stamp. Many people ignore bills for amounts smaller than say $10 or $20. Many businesses know the exact cost of processing a bill, and it is much more than just the cost of the stamp, and they will not send a bill for an amount less than the cost of processing it plus a reasonable profit. (Yeah, that *is* changing as people adopt online billing and bill payment.) > The tax deduction is also a totally bunk argument. It wasn't an argument, it was an observation. At the end of the year you might find your self feeling very happy to get a small tax deduction from stuff you bought for your project. I always am. Though I have to admit that since the Reagan tax incentives for small business were repealed it is often pointless to even keep track of small purchases. During the initial start up phase of a business or a project it is easy to justify spending small amounts of money on things like licensing fees. Hey, you wanna build a shelf you gotta buy lumber, right? Ok, so what happens at the turn of the quarter when you need to pay Sam. In a big business or even a small business your accountant will remind you of certain quarterly obligations. Did you tell your accountant to handle your license fee payments? Oh, your "accountant" is Quickbooks... And your small business is just you and maybe one other guy. Do you even notice when the quarter turns? Not to mention you don't even have to sign a contract to get SDL so Sam doesn't even have a good way to find out you are using it. The state of Texas has a rather large organization designed to remind businesses of their quarterly obligation to pay sales taxes. Businesses commonly lie cheat and literally steal to keep from paying taxes. What is going to remind Sam's customers of their obligation to pay him? Especially if he doesn't know who they are? Oh well. If you don't like any of that just consider that it is easier to get money up front than to collect it before it is due. Bob Pendleton > > *departs the discussion* > > On Mon, Nov 2, 2009 at 8:10 PM, Bob Pendleton <bob@...> wrote: >> On Mon, Nov 2, 2009 at 4:32 PM, Donny Viszneki <donny.viszneki@...> wrote: >>> Some of my friends who have developed for the iphone didn't even come >>> close to recouping their development costs on their first few apps. Is >>> there any reason not to license SDL to the end-user instead, and >>> charge the developer per copy? >> >> Yeah, a one time charge is easy to collect and easy to verify. The >> time and expense of logging all purchases and sending in quarterly, or >> even, yearly license fees are a royal pain in the ass for the >> developer and pretty much ensure that Sam will never see most of the >> money he is due. >> >> Let's say I write an iPhone application using SDL and sell 37 copies >> over the following year. For that I own Sam, say 0.037 USD. Yeah, 3.7 >> cents... hey, 0.1 cent per sale is reasonable for an app that sells >> for $1 per copy... Ok, let's say Sam charges 1 cent per copy so we owe >> him a whole 37 cents, the results are the same. At the end of the year >> I look at that and say, screw "Sam, It isn't enough for me to feel >> guilty about. If he wants he can sue me!". >> >> OTOH, if I send Sam $100 when the app is accepted at the app store Sam >> gets his money and at the end of the year I don't feel guilty. Not to >> mention that I get to deduct the $100 as a business expense! Hey, I'm >> not out much for SDL. Sam got paid. I got a tax deduction. What is >> $100 bucks compared to the actual cost of equipment and time needed to >> develop an iPhone app? Nothing. >> >> Stick with one time fees. People will pay those. >> >> Bob Pendleton >> >>> >>> On Mon, Nov 2, 2009 at 12:43 AM, Sam Lantinga <slouken@...> wrote: >>>> So currently the commercial license for SDL 1.3 on iPhone is $300 per >>>> product, but after looking at the market and the people looking to >>>> develop on iPhone, I'm seriously considering dropping the cost to $100 >>>> per product with a discount for multiple products. >>>> >>>> Thoughts? >>>> >>>> See ya! >>>> -- >>>> -Sam Lantinga, Founder and President, Galaxy Gameworks LLC >>>> _______________________________________________ >>>> SDL mailing list >>>> SDL@... >>>> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org >>>> >>> >>> >>> >>> -- >>> http://codebad.com/ >>> _______________________________________________ >>> SDL mailing list >>> SDL@... >>> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org >>> >> >> >> >> -- >> +----------------------------------------------------------- >> + Bob Pendleton: writer and programmer >> + email: Bob@... >> + web: www.TheGrumpyProgrammer.com >> _______________________________________________ >> SDL mailing list >> SDL@... >> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org >> > > > > -- > http://codebad.com/ > _______________________________________________ > SDL mailing list > SDL@... > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > -- +----------------------------------------------------------- + Bob Pendleton: writer and programmer + email: Bob@... + web: www.TheGrumpyProgrammer.com _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsOn Mon, Nov 2, 2009 at 7:04 PM, Mason Wheeler <masonwheeler@...> wrote:
>>----- Original Message ---- > >>From: Bob Pendleton <bob@...> >>Subject: Re: [SDL] iPhone commercial license costs >> >>I'm pretty sure I suggested writing code in Basic that would output >>code in the correct format. I remember being told that Basic couldn't >>*open* that kind of file. EXEC 8 had a lot of weird file types built >>into the OS and only programs that used the right system calls could >>create them. I remember there was a Fortran binding for the >>relocatable code functions and one for Cobol. (Cobol compilers tend to >>be written in Cobol.) > > Oh wow! That's annoying! :( I remember similar issues on the Apple II. > I'm glad modern OSes don't work like that. Yeah... I have to agree with that. Since I now remember more about the conversation, I will continue to beat the dead beast... I also suggested that a compiler written in Basic could output assembly code. Many compilers in the past have done that. He didn't accept such a program as a compiler. He wasn't sure what it was, but it was not a compiler. Since I wrote a compiler that generated FORTRAN for my senior project I suffered a serious brain lock up when he said that. Bob Pendleton > > _______________________________________________ > SDL mailing list > SDL@... > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > -- +----------------------------------------------------------- + Bob Pendleton: writer and programmer + email: Bob@... + web: www.TheGrumpyProgrammer.com _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsPlease take the dead beast outside. I'm trying to get good feedback
on iPhone pricing, not Cobol compilers. :) Thanks! On Mon, Nov 2, 2009 at 6:20 PM, Bob Pendleton <bob@...> wrote: > On Mon, Nov 2, 2009 at 7:04 PM, Mason Wheeler <masonwheeler@...> wrote: >>>----- Original Message ---- >> >>>From: Bob Pendleton <bob@...> >>>Subject: Re: [SDL] iPhone commercial license costs >>> >>>I'm pretty sure I suggested writing code in Basic that would output >>>code in the correct format. I remember being told that Basic couldn't >>>*open* that kind of file. EXEC 8 had a lot of weird file types built >>>into the OS and only programs that used the right system calls could >>>create them. I remember there was a Fortran binding for the >>>relocatable code functions and one for Cobol. (Cobol compilers tend to >>>be written in Cobol.) > >> >> Oh wow! That's annoying! :( I remember similar issues on the Apple II. >> I'm glad modern OSes don't work like that. > > Yeah... I have to agree with that. > > Since I now remember more about the conversation, I will continue to > beat the dead beast... > > I also suggested that a compiler written in Basic could output > assembly code. Many compilers in the past have done that. He didn't > accept such a program as a compiler. He wasn't sure what it was, but > it was not a compiler. Since I wrote a compiler that generated FORTRAN > for my senior project I suffered a serious brain lock up when he said > that. > > Bob Pendleton > >> >> _______________________________________________ >> SDL mailing list >> SDL@... >> http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org >> > > > > -- > +----------------------------------------------------------- > + Bob Pendleton: writer and programmer > + email: Bob@... > + web: www.TheGrumpyProgrammer.com > _______________________________________________ > SDL mailing list > SDL@... > http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org > -- -Sam Lantinga, Founder and President, Galaxy Gameworks LLC _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costshow about making the sdl licence free for free applications and $100 for commercial ones?
besides i see no big deal to use the lgpl licence and release the source code bye Vittorio
On Tue, Nov 3, 2009 at 1:08 PM, Scribe <ali_lowe@...> wrote:
-- Joan Crawford - "I, Joan Crawford, I believe in the dollar. Everything I earn, I spend." _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costsI would pay a $100usd one off fee for a 2d license. Maybe the 3d version could cost more?
I have to buy a second hand macbook, and I dont know if Ill make enough on my apps to pay it off to be honest.. let alone the developer program fee.. and then I need to rope in a graphics artist or two for small royaltys, which will make it take even longer to pay off. At 50 sales a month at 2 usd each.. sdl for $300 usd per app is definitely unrealistic. But I quite like SDL, so dont take that the wrong way. Im posting because I want to buy it! _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: iPhone commercial license costs
I agree, though there isn't a 3D version! _______________________________________________ SDL mailing list SDL@... http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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