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Re: [pygame] New GUI
Casey Duncan wrote:
My own pygame dev being at the hobby-level, I can't say that I would
have much interest in a commercial add-on to pygame myself. However, I
would be interested in a high-level overview of what you found wrong
with the existing guis and how your solution does not suffer from these
perceived problems.
From a business standpoint, you might have trouble marketing such a
thing in the face of the incumbent free solutions, regardless of how
superior it might be. The dual-pricing scheme that Laura mentioned could
help encourage adoption. Another option might be two versions, a
bare-bones open source library that is functional but has few bells and
whistles (perhaps lacking the gui builder), and a commercial upgrade
that has everything anyone could want.
Yeah, that's true. I wish there had been something like mine available
at the time I started my project - I would certainly have used it and
saved myself lots of trouble.
When push comes to shove, the worst drawback of all the Pygame GUI's, is
not having a GUI builder. It's offensive to me, to have to write code to
draw a screen!
I know lots of people would love this GUI I put out, and it existence
would help promote the Python language as a whole. But you're right,
there are lots of free GUI's out there. If I do end up making it
available, I'll probably do something like 'free for free software
projects, but if it's used in a commercial or shareware software
project, there's a licensing fee of $100 per developer' or some such thing.
I'm not sure whether or not to release it. There's a difference between
'Good enough to use in house' and 'Good enough to sell, complete with
examples, documentation, and help.'
What I REALLY want, is people to collaborate on it with me, adding
enhancements and new controls. I suppose I could just get it out there
in base form, but with the licensing in place, and see if enough people
are inspired by it to make it take off.
--Kamilche