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PostPosted: Fri Jun 16, 2017 10:02 am 
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I think most of the games have a free preview of the first chapter or so, and I believe they have experimented with a couple stories being free with advertisements, or cooldowns for each section.

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PostPosted: Fri Jun 16, 2017 12:13 pm 
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UnwashedMass wrote:
What? Windows 8.1 minimum requirement? Guess I'll be experiencing this revolution through the browser version 8)


Just to confirm, a 32-bit version has now been made available (see OP for download links) but cannot be officially supported going forwards. CSIDE's sole actual developer really needs to focus his limited available time on improving the three main versions for the vast majority of users, as I'm sure you can appreciate.

matt w wrote:
I believe the full versions of the first two games, Choice of the Dragon and Choice of Broadsides, are available for free.


Thanks for the info. I was vaguely aware of Dragon and Broadsides being completely free to play (slipped my mind!) but I didn't know Lynnea's game was too, if only on the web.


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PostPosted: Sat Jul 29, 2017 5:29 pm 
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Exactly how "free" is the end results that can be produced through using CSIDE, since it is built on ChoiceScript?
I have read somewhere on the net, (on a page i just do not manage to find again after quite a bit of tiresome effort) that ChoiceScript has some particular "limitations" connected to the CoG business model?

Is this true, and if so, in what sense and to what degree exactly is ones own creations limited?

I do not in any way mean to criticize or complain, I just really would like to know this before i start rolling up my sleeves and start writing in CSIDE/ChoiceScript rather than in Ink.


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PostPosted: Sat Jul 29, 2017 11:17 pm 
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If you do not wish to publish a ChoiceScript game via CoG, you can release it for free, or license the engine to release it commercially yourself:

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You can also publish your game for free, anywhere, and do not need permission to do so. However, should you intend or hope to earn revenue from your game by any means other than publishing via Choice of Games LLC, you must obtain a license from them authorizing you to use ChoiceScript for this purpose. Typically, this will cost 25% of all monies earned, including income from sales, advertising, sponsorship and/or donations in any way or form connected with the game itself (including, for example, advertising or donate buttons displayed on the same website as a 'free' game link).

Anything you write with ChoiceScript is owned by you unless CoG buys it and you sign a contract, but you have to pay them royalties if you earn money with a CS game not published by them (since it's CoG's engine).

http://choicescriptdev.wikia.com/wiki/P ... _your_game

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PostPosted: Sat Jul 29, 2017 11:31 pm 
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Thank you for making my doubts go away. This do not sound nearly as bad as I thought it to be.


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PostPosted: Sun Jul 30, 2017 12:10 am 
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Mangleus wrote:
Thank you for making my doubts go away. This do not sound nearly as bad as I thought it to be.

The founder frequents the forum; they're by no means a faceless corporation looking to rip you off. Choice of Games (along with perhaps Sub-Q) is probably the most readily accessible route for unknown IF authors to publish what they write.

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PostPosted: Sun Jul 30, 2017 4:56 am 
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HanonO wrote:
... but you have to pay them royalties if you earn money with a CS game not published by them (since it's CoG's engine).


Would there be interest in an open source CS interpreter?


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PostPosted: Sun Jul 30, 2017 11:33 am 
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Here's the official license: https://www.choiceofgames.com/LICENSE-1.0.txt

More details are available about our Choice of Games label for established authors: https://www.choiceofgames.com/looking-for-writers/
…and our amateur Hosted Games label: https://www.choiceofgames.com/looking-f ... sted-game/

IMO, the non-CoG CS community is mostly interested in publishing their works to make money; the amateur writers aspire to become professional writers. An open source license would allow people to publish on the web without support from Choice of Games, but to achieve their professional aspirations, they'd then have to publish on iOS, Android, and Steam. That requires significantly more than an open source engine; even with excellent documentation, it's a daunting task.

When you publish with our amateur label, Hosted Games, we take a 75% share of the revenue, which is a significant share, but we claim that we can more than quadruple your sales if you're an amateur writer with no existing following.

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