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Defold: cross-platform game engine

defold.com

101–110 of 181 posts

Re: Defold: cross-platform game engine

#101

Earlier quoted context omitted.

Yeah, just look at how fractured the Godot community is. (it's not)

That’s because the user base isn’t big enough yet for Amazon to make a paid version. Or no one at Amazon has figured out a way to monetize a game engine yet. If they do, look out.

[deleted]

Re: Defold: cross-platform game engine

#102

Earlier quoted context omitted.

Yeah, just look at how fractured the Godot community is. (it's not)

That’s because the user base isn’t big enough yet for Amazon to make a paid version. Or no one at Amazon has figured out a way to monetize a game engine yet. If they do, look out.

Godot's user base is already bigger than Amazon Lumberyard's (now O3DE).

Unlike Defold, both Godot and O3DE are actually free.

Re: Defold: cross-platform game engine

#103
post #6

They have gone with an interesting licensing solution here. I really appreciate that it is labeled as a source-available license instead of Open Source. https://defold.com/license/ You can make proprietary changes to the engine without releasing them (unlike GPL). You can freely monetize games built with the engine, and they make some assurances that there won't be a bait-and-switch. And finally, the reason why this…

> You can make proprietary changes to the engine without releasing them (unlike GPL).

Why is that a good thing?

>You can freely monetize games built with the engine,

You'd also be able to do the same if it had a GPL license

>and they make some assurances that there won't be a bait-and-switch.

If it was licensed under a GPL license you wouldn't need to rely on "some assurances"

Re: Defold: cross-platform game engine

#104
post #6

They have gone with an interesting licensing solution here. I really appreciate that it is labeled as a source-available license instead of Open Source. https://defold.com/license/ You can make proprietary changes to the engine without releasing them (unlike GPL). You can freely monetize games built with the engine, and they make some assurances that there won't be a bait-and-switch. And finally, the reason why this…

> You can make proprietary changes to the engine without releasing them (unlike GPL). Why is that a good thing? >You can freely monetize games built with the engine, You'd also be able to do the same if it had a GPL license >and they make some assurances that there won't be a bait-and-switch. If it was licensed under a GPL license you wouldn't need to rely on "some assurances"

Consider the space we're in. For game development you're going to have a lot of developers with a lot of different ideas about how to make a game, all utilizing the same engine. If the engine doesn't come with a feature I need, I'll probably have to code it myself, but seeing as the whole purpose of me making this feature is for my game, then it makes sense that I should be able to keep my game's feature private/proprietary without the need to push that feature back to engine which might not even want my feature to begin with. This is why GPL is not a good choice for game engines.

Re: Defold: cross-platform game engine

#105
post #6

They have gone with an interesting licensing solution here. I really appreciate that it is labeled as a source-available license instead of Open Source. https://defold.com/license/ You can make proprietary changes to the engine without releasing them (unlike GPL). You can freely monetize games built with the engine, and they make some assurances that there won't be a bait-and-switch. And finally, the reason why this…

> You can make proprietary changes to the engine without releasing them (unlike GPL). Why is that a good thing? >You can freely monetize games built with the engine, You'd also be able to do the same if it had a GPL license >and they make some assurances that there won't be a bait-and-switch. If it was licensed under a GPL license you wouldn't need to rely on "some assurances"

>> You can make proprietary changes to the engine without releasing them (unlike GPL). > Why is that a good thing?

Game dev at the top tiers is an arms race. Being able to do proprietary things is attractive to big players.

>> and they make some assurances that there won't be a bait-and-switch.

> If it was licensed under a GPL license you wouldn't need to rely on "some assurances"

Multiple projects have gone closed-source from open source. Assurances are a nice thing to have (but certainly no guarantee).

Re: Defold: cross-platform game engine

#106
post #26

Earlier quoted context omitted.

It's less featured and has limited 3D support, but Defold is great for making smaller games aimed at the web or mobile. It has a much smaller binary size and it's generally more stable, especially in terms of physics. If you take a look at the showcase it's mostly webgames and a few smaller indies.

Thank you, I started Godot recently and I'll take a look at Defold as this is the exact thing I am doing - and Godot seems a little unstable with the APIs. Every tutorial I find is for Godot 3, and Godot 4 seems quite changed.

The version 3 to 4 transition was used to make breaking improvements to many things. The API is intended to remain stable within major versions. The docs also cover the major API changes from 3 to 4 and comprehensive docs exists for both version and you can still use Godot 3 if you want to.

Re: Defold: cross-platform game engine

#107

Earlier quoted context omitted.

That’s because the user base isn’t big enough yet for Amazon to make a paid version. Or no one at Amazon has figured out a way to monetize a game engine yet. If they do, look out.

Godot's user base is already bigger than Amazon Lumberyard's (now O3DE). Unlike Defold, both Godot and O3DE are actually free.

You can’t really look at overall user base, you have to look at the number of users making enough money off of Godot that they’re willing to pay for commercial features.

That number is vastly smaller.

If Godot games were making anywhere near the revenue that Untity games do, I’m willing to bet they’d there would be an Amazon fork.

Re: Defold: cross-platform game engine

#108

Earlier quoted context omitted.

The current license makes it unclear whether it would be a violation to distribute a commercial game that has a built-in map editor.

You wouldn’t ship your game with built in editing tools from the engine. Those editing tools are not restrictive enough to just hand out to the general player base. They’re too powerful and too hard to use.

Maybe they would (different games foster different cultures). Maybe they'd use it as a starting point and derive something more friendly.

Re: Defold: cross-platform game engine

#110
post #39
post #22

Earlier quoted context omitted.

That doesn't answer the question of why.

I feel like the answer to "why" is on the website if you read about the foundation's objectives: https://defold.com/foundation/

> Prevent the Defold software from being commercialised by a third-party.

Why?

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