[Scummvm-devel] ScummVM and iPhSoft

Oystein Eftevaag wintermute at geheb.com
Sat Aug 8 00:58:57 CEST 2009


Looks like the iPhsoft people are planning the same thing.

Found this little tidbit in one of their source files (prj_settings.h):

//#define APP_DRASCULA
//#define APP_FOTAQ
#define APP_ITE
//#define APP_STS1

I thought about doing this myself some time ago, but personally I 
absolutely detest Apple's App Store monopoly and would rather encourage 
people to break it by jailbreaking. But I have no problem with someone 
else taking on the task :)

// Oystein/vinterstum

Vicent Marti wrote:
> Hey there,
>
> I've just grabbed an iPhone for myself last month, so when this year's
> GSoC project is over, I'll probably start working on a standalone
> Drascula for the platform. It's one of my favorite games and I'd love
> to have a native iPhone version so everybody can enjoy it without
> jailbreaking their phones. ^^
>
> We'll see how it goes (hopefully it won't be a huge time investment),
> but if the end result is polished enough I'll probably submit it to
> the AppStore as a free app... Unless somebody wants to take care of
> all the legal mumbo-jumbo (including taxes & bank accounts) needed to
> set it up with a symbolic price to give ScummVM some extra income. I
> myself can't be arsed, as Max states, money is boring. ;D
>
> Cheers,
> Vicent Martí
> http://www.bellverde.org
>
>
>
> On Fri, Aug 7, 2009 at 11:40 AM, Max Horn<max at quendi.de> wrote:
>   
>> Am 07.08.2009 um 00:42 schrieb Johannes Schickel:
>>
>>     
>>>> Also note: At least for FOTAQ, no legal or technical reasons stop us
>>>> from making our own iPhone version of it and offering that on the
>>>> AppStore for free. At least in principple. I don't say we should do
>>>> that, I just say we could.
>>>>         
>>> Just wondering now. Since it seems there is demand for adventures on
>>> iPhone and distributing via the AppStore does not sound that
>>> difficult, why don't we start contacting the original developers of
>>> games we are supporting (not only limited to the freeware ones, see
>>> their ITE and Simon releases) and offer a version on the AppStore on
>>> our own? After all it might give us some money for software etc. (of
>>> course we need an proper bank / paypal account first ;-). Next we
>>> might offer lower prices, since we probably would only have to pay the
>>> registration fee for Apple (I heard there's no, I didn't check yet
>>> though) and of course a fixed amount of money per game sold to the
>>> original developers.
>>>
>>>       
>> You are talking about an *incredible* load of work, not to forget
>> dealing with legal issues. I for one would not feel comfortable with
>> such an endeavor unless we had a legal consultant check everything --
>> as soon as money is involved, the fun stops.
>>
>>
>>
>>     
>>> After all that would probably lower the chance, that third parties are
>>> making profit out of our code, without any real work from their sites.
>>>
>>> Seeing that there will maybe be a freeware release of Discworld 1+2, I
>>> guess it would be worth to consider whether we could arrange some deal
>>> there?
>>>       
>> See above. If you guys want to do it, I won't mind, but I don't want
>> to do the accounting, the polishing work on the games, and the other
>> tons of things that would be involved in making a really high-quality
>> release...
>>
>>
>> Bye,
>> Max
>>
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>
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