This has probably come up before at some time in the forums, it's a question regarding the creation of shareware games using TGF and/or MMF (and any other click products).
Now, I paid good money for my copy of The games factory and I feel that I should be allowed to make some of it back, that's why I hope to create a shareware game at some point. (After all, TGF is obviously aimed at shareware developers)! Don't worry though, unlike many folk who release shareware now, I know the product has to be of high quality. I wouldn't be releasing "Pong" for £50!
Also, has anyone here made (or does anyone here plan to make) any shareware/published games with Klik products?
I know alot of you will probably frown upon making shareware games, but surely there's nothing wrong with getting a small amount of cash for something you've worked hard on for the entertainment of others?
LOL, I do have to agree with you in some aspects of that...
Eg. I got Sound Studio Pro, a MIDI composing application and like many shareware sound apps, the SAVE features is disabled! Now that is gay... And cruel!
If I were to make a shareware game it would be the FULL version, with a couple of shareware notices. However, if someone paid a VERY small fee, they'd get (eg.) a level editor to make their own levels with and a graphics update pack and add-ons!
Personally, I won't buy any click game I've seen for over US $2. And that's even if they accept it with my currency. Heck, the only click games I've seen that I'd pay for are the ones that I'm working on (if they were finished to full detail).
Seriously, MMF is capable of making games of higher quality than Sonic or Street Fighter. It doesn't even require as much effort. The only real problems would be animation and music, but I didn't see much of that in Street Fighter, either. I've bought plenty of games made in Macromedia, I don't see why someone wouldn't grab a MMF game, with all the quality it can provide over Macromedia.
I'm working on a commercial game for a local university using MMF (non-pro). It's a little edutainment game aimed at kids 2-12, which basically means that I only need to spend a few hours on it per month. Very lucrative wage, very little work. They even gave me the money to buy MMF 1.5, a new computer, and a free copy of Photoshop and 3DS Max. It's sad that they can't find anyone better for such a low price, and I mean that in a "the local fresh graduates are stupid" way instead of a "I'm smarter than everyone else".
Generally, you have to have this "Fuelled by Fusion" logo to sell it, pay royalties to the makers of any extensions you used, and I think you need approval from Clickteam to use the "Fuelled by Fusion" logo. Ask the guys on the Clickteam forums for more details.
BTW, nobody really bothers with nag screens and time limits. Time limits are easy for any half-arsed hacker to beat and nag screens don't do much. A good method would be to make a full game, but disable saving and a few weapons. I could be your business advisor, at the low, low cost of 5% of your profits .
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Klikking to me is a hobby, and I could never think of it as a profession or a business. If I were you and I was that serious about selling your games, I'd make them with a proper language such as C++ and work towards a license for selling them, not sell a game made with a tool like TGF or MMF that comes with a limited selling license. That makes you the game-making equivalent of a 'script kiddie'.
I wouldn't ever sell a Klik game, because by all legal accounts they're only amateur-made games, no matter how good they are. In the most extreme circumstances, such as only being able to acquire a high-quality Klik title such as Eternal Daughter, or Mina Of The Pirates, for example, I'd probably still only pay up to $5-10 Australian, and that's only if there was no other way to get it. You'd have to make something pretty darn special, and spend quite a bit of time on it in order to attract people who are willing to actually pay money for a home-made game. Still, if you do manage to blow everything I said out of the water by making something genuinely fun, and with benchmark graphics (not so important as the others), gameplay, plot and stability using a Klik tool, then you'll have my complete and utter praise, and I might even be interested in buying it. Good luck though, as it's a pretty shaky field you're stepping into.