Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by Matty

I have been considering purchasing this engine and have a few questions about license purchases:

1) Impact 2 will be coming in a couple of months, should I wait until then to purchase the engine?

2) Will people purchasing Impact 2 also get access to the Impact 1 engine?

3) What will be the cost of upgrading from Impact 1 to Impact 2?

4) Will Impact 2 be the same price as Impact 1 for a new purchase?

5) Will there be any discounts for new purchases when Impact 2 is released?

6) Do you think 6 questions are better than 5?

Just trying to figure out how to get the value for my money. It's about a month and a half rent here.

Thanks for your time.

1 decade ago by Arantor

I am not a rep for Dominic but here's my take on things.

1. I'm not 100% sure it'll ship on time. Things have been known to slip, I have a feeling it will be the same with Impact 2.0.

2. I don't know. I'm not sure what benefit there would be to doing so, however. 2.0 is certainly getting a stronger focus on multi-player but I don't see why that would be at any detriment to single player, so I'd be surprised if there's anything 2.0 doesn't do at least as well as 1.x does (and thus little or no benefit to having 1.x)

3. Unknown. But it will be less than the cost of a fresh new licence.

4. Unknown. Dominic hasn't said anything but I would suspect 2.0 will be $99 the same as 1.x is now.

5. I would suspect not. There was no discount pricing for early adopters of 1.x if I remember rightly, I doubt there will be any discount pricing for early adopters of 2.0, except for those upgrading.

6. There is no question six.

1 decade ago by dominic

1. What Arantor said. I'm not good with predicting release dates. I'm aiming for September 2012.
2. Yes.
3. $49
4. Yes
5. Nothing planned. 2.x will be $99 for at least the first 6 month. I haven't yet decided what to do with 1.x then.
6. More Cowbell!

1 decade ago by Donzo

Aw yeah!

Impact 2!

I love Impact one!

I can't wait to buy Impact two.
$99 dollars is such a steal for this program.

I'd quit F'ing around Matty and cough it up.
I fricking love using Impact.

I pretty much learned JavaScript just
playing with it.

It's AWESOME.

Anyway, Dominic, what kind of changes / improvements
are you working on for d new version?

I'm pumped about this now.
Will it have more cowbell?

1 decade ago by Arantor

The big thing that's been mentioned for 2.0 is better support for working with multiplayer, e.g. with Node.JS on the server. I don't believe much else has been said about it though.

The one thing I want out of Impact 2 is really an upgrade in iOSImpact rather than Impact core >_>

1 decade ago by alexandre

@Arantor +1
iOSImpact is a headache. I tried porting a simple project from impact to the xcode iOSImpact-based equivalent the other day and gave up after a couple of hours. Nothing would show on-screen and debugging the code seemed impossible. So I opted to port the project via the Sparrow game engine. But I will revisit this someday; so much time would have been saved had iOSImpact migration succeeded.

1 decade ago by alexandre

Note: I don't blame anyone for this, nor do I consider this a weakness on impact's part. But as to the question of porting impact (web) games to iOS devices, iOSImpact is not nearly as elegant a solution as impactJS is/was to the development of the browser originals.

1 decade ago by stahlmanDesign

@Alexnadre, you found it easier to port to Sparrow that to get iOSImpact to work? I remember trying Sparrow before I discovered Impact, and I liked it better than Cocos2D for iPhone, so it's cool to hear that it's still out there and it's worth using.

I got iOS impact working but it's been a while. I went back to the browser for now but my games feel so slow in the mobile browser...

1 decade ago by alexandre

I'm doing it right now, in my spare time. Sparrow seems to have grown a lot since I last looked at it, a year ago. Docs are great, formerly missed features in place, and its API is so much less messy--legacy stuff and all--than cocos2d's (at which we are proficient too).

But my favorite, by far, is impact. :)

EDIT
but not iOSImpact. Work needed there, if at all possible and all other constraints notwithstanding.

1 decade ago by Arantor

Well, I've really not had a lot of trouble running stuff on iOS with iOSImpact to be honest, the one time I did, it was mostly because I was trying to do stuff that iOSImpact didn't support but it was more my lack of understanding that was the problem (I was trying to port something that relied on Drop-esque pixifying pixels but iOSImpact doesn't support that)

What I'm really after is easy Game Center integration without my having to write a ton of extra code.

1 decade ago by alexandre

@Arantor
No doubt my problem. I have lots of custom (canvas) drawing code in this project, know its a no-no for iOSI, cleaned that up, and still nothing displayed. I rushed the decision for lack of time in other matters. I will revisit no doubt soon.

1 decade ago by paulh

+1 to a better iosimpact.

Dominic said he was considering opensourcing it shortly though...
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