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What do you wish for the next step regarding development of CX?

But when I try to create an instance of the child, I get an error saying "Unable to find overload".
I need to include Super.New(arg1,arg2,arg3..etc) in the child manually, otherwise it is not working.
As you where mentioning a constructor without ANY params, my answer is still correct. With params, you are correct, these are not inherited.
 
A supported 3d module. Supported as in, kept up to date, and working on all targets. I would also expect to pay a fee for this, anything between £50 - £100 a year. Or more if needed.
 
A supported 3d module. Supported as in, kept up to date, and working on all targets. I would also expect to pay a fee for this, anything between £50 - £100 a year. Or more if needed.
All targets? I would say Desktop Mobile and Html5. Flash is dead and so is WinRT8 and PSM.
 
I would happily pay for a 3d module as well (along with other useful modules), but only if it's a one-time amount, not annually. I need only iOS Android Desktop and HTML5. I'm interested in potential ipadOS support too.
 
but only if it's a one-time amount
But supported for the next 20 yrs to come, I guess :)
There is a reason that the small game tool devs ran out of business in the past with that monetary model.
 
But supported for the next 20 yrs to come, I guess :)
There is a reason that the small game tool devs ran out of business in the past with that monetary model.

Fair enough, but I didn't mention what I expect from it; either way It basically just boils down to that I don't want to feel the pressure paying forever for the games I have already made with the modules. As long as I am actually developing, sure I could pay for it.
 
I would happily help support and development by chipping in on micro donations while also buying the product with a big chunk one-time fee. But I know that model is.. skewed. People don't pay if they don't have to.

Personally I would never subscribe stuff forever.
 
I think a subscription model, for keeping an existing 3d module like MiniB3D working with CerberusX, with features like shadows and shader support, would be the best move. A yearly subscription of £50-£100, on second thought, would not be ideal. £150-£200 would fit the bill better.

My 2cents worth.
 
£150-£200 would fit the bill better.

That's too much. To me anyways. It would certainly make Cerberus unavailable to many people that that in my mind might be the target audience, I guess the other half being semi-professionals that CAN afford that, so maybe that's the new audience, what do I know..
 
That's too much. To me anyways. It would certainly make Cerberus unavailable to many people that that in my mind might be the target audience, I guess the other half being semi-professionals that CAN afford that, so maybe that's the new audience, what do I know..
No worries, everybody is just voicing their opinion. I am glad for all the input so far. Keep it coming.
 
I'd say, make Cerberus into a one neat package instead, and put it on Patreon while it is developed.
And everyone that chips from the start at a certain level gets a discount when it is finished.

Support and updates could be subscribed but if you stop paying you own that version of the software.
 
:) Interesting that you guys haunt on the monetary side. That is not my focus. I WISH that donations would be higher, but I am glad for the few supporters who help taking the load of the cost for CXs webspace and a pizza here and there.
So lets concentrate on the features.
 
But supported for the next 20 yrs to come, I guess :)
There is a reason that the small game tool devs ran out of business in the past with that monetary model.
Makes me wonder how Frederic Laboureur keeps going and Mr S failed.
Must have something to do with not pissing everybody off with a new language every two years, splitting his user base and actually implementing practical things that people were begging for. Mr S was offered money to do it and told to make it a subscription model, but never took the offers or do subscription. Some how with his record with a new language every two minutes and with practically no real support for a certain desktop target. He wouldn't get many taking a chance with a subscription model.
 
Quality over Quantity o_O Now, there's a concept..
 
Regarding 3D, I am not that interested in a full blown 3D engine but it would be very interesting to be able to draw a 3D box at least and set textures on each side and make it so it is easy to mix with the 2D engine. It could be useful for games like GTA 1-2 for example and I know it is not common use case, this is why so far I've found only SFML that support something like this out of the box, no other 2D framework and engine support it that I tried. If we could import and render OBJ that would be nice too, but that's it, I don't personally wish for anything else atm not even animations really or fancy shadows and lights, it would be fine if the 3D object could cast a 2D shadow similar to a 2D object and that's it.

Regarding monthly subscription for access, I don't think it could work with an Indie tool like Cerberus simply because most people can not afford it especially if you have a small user base to start with and you don't really have any extra services to offer but you charge for access only. What seems to me more logical for small businesses is a combination of subscription and a one time fee. This is what currently ClickTeam is trying and it is seems very reasonable to me.
The core product is one time fee, export platforms, plugins, also one time fee. But you can pay a monthly fee on Patreon and get extra content each month like plugins, extensions, DLC's, assets, examples, templates, tutorials also exclusive content that nowhere else can be purchased and you get to keep them even after you cancel your subscription. I believe ClickTeam also offer customer support on a dedicated forum or discord channel only to subscribers.
I think it is reasonable model, additionally I think would be also fine to release a paid version with a few new features every 6-12 months maybe.
 
This might be a bit of a tall order, but a "yield" function would help make my loading sections a lot cleaner.

Right now in order to load things without hanging (e.g. so I can have a smooth loading animation), the only way I've figured out how to do it is with something like:
Code:
Function UpdateLoading:Void()
  Select loadingStage
    Case 0
      'load first few assets
    Case 1
      'load next few assets
    Case 2
       ....
  End
  loadingStage += 1
End

It would be great to just do something like:
Code:
Function UpdateLoading:Void()
  'load first few assets
  Yield
  'load next few assets
  Yield
  For local i% = 0 to X
    'load asset i
    Yield
  Next
End

It would particularly help for procedural generation where there's no clean way to return control to the system and then pick up where it left off.
 
I remember when switching from Blitzmax to Monkey, what I mostly missed was good docs. It's much better these days, I still sometimes miss an example when looking for a function.

I don't make games so my needs may be quite different from others but what I'd like
- clipboard management
- multiple windows maybe
- ability to import/export to (.doc/).pdf
- easy built-in user interface classes...

Regarding the IDE, I'm coding on Windows and using JungleIDE, it's still almost perfect. Mollusk was fine too for MacOS. Wouldn't do without autocompletion and a solution explorer.
 
@Pierrou what else do you need regarding clipboard what we already have?
Please explain solution explorer. Never heard about it.

@wick which language supports a Yield function?
 
Please explain solution explorer. Never heard about it.
The same thing that you see in Visual Studio and Jungle IDE. Basically a file describing multiple projects with a few projects wide options and build order.
 
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