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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