Grand TilemapKit Store Opening
September 8th – that’s tuesday next week. The day before Apple’s media event.
TilemapKit ObjC Source Code will be priced at $75 for Indies, $175 for Pros (>$100k revenue, contract work, priority support).
I’m afraid EU customers will also need to pay VAT on top of that.
If you would like to buy TilemapKit right now, I could use more testers to go through the purchase process. Just send me an email to email@example.com.
Hint: If you’re clever you’ll also find a way to get there straight away. 😉
It’ll be a release candidate, initially
The initial version will be 0.9x and I prefer to call it a “release candidate”. Although TilemapKit has been thoroughly tested, it has not been field-tested yet.
I’m confident that you’ll be satisfied and happy with TilemapKit but I’m also certain you’ll find a number of things that could be better, and that I really really want to fix and improve right away.
Starting as a release candidate is mainly a matter of confidence for me. It’s by far the largest, most exciting (read: scariest) product launch I’ve ever done. Once I feel confident, there’s the other thing I could do …
Pay less for no source?
I could release one or several TilemapKit versions as precompiled, binary framework in the $20 to $35 price range.
If you are more interested in paying less than getting TilemapKit’s source code, please vote here. This task will be accepted if it reaches 100 votes. I recommend to share the link if you really want the cheaper “no source” version. 😉
Will TilemapKit work with Apple TV 4?
Oh, so you heard the rumors, too?
To be honest: I don’t know. Yet.
If the rumors turn out to be true and the Apple TV 4 really is a gaming-enabled (speak: “has a game controller”) device with a developer SDK, I’ll certainly run TilemapKit on it the moment the SDK is released and adapt TilemapKit to run well on it.
I’m pretty confident that with SpriteKit the adaptation should be straightforward. I’ll certainly try it with Cocos2D-SpriteBuilder too and will report any issues (or fix them myself if possible).
How is the Cocos2D-X port coming along?
Last week I’ve started working on a C++ port of the model classes. The C++ model will eventually become the backbone for the Objective-C API, but without requiring you to change file extensions (to .mm). Objective-C (and Swift) users should ideally not even notice the change.
Once the C++ model code is done and working, I’ll plug it into a Cocos2D-X project and start porting the rendering code to C++ and Cocos2D-X. Testing on iOS and Android first, then later other mobile platforms and eventually desktop platforms.
I will do my best to get the Cocos2D-X port done by the end of the year. Without leaning too much out of the window I say it’s quite possible to make a release (for at least iOS and Android) in November, depending on what kind of time-eating head-scratchers I run into. More details and updates on this roadmap item and the TilemapKit++ class reference.
PS: I’m going to write a blog post about how going back to C++ feels like and what I did to ease development.
What about TilemapKit for other engines?
After the C++ port? Quite possible. And exciting to think about. Even for non-C++ engines. Of course it also depends on existing user’s requests.
Again, I’ll take your advice, and would appreciate a call to action in your engine’s community. Say, if suddenly a large number of Unity users were to express interest in a TilemapKit port for Unity, I would certainly consider doing that. Despite the fact that it would have to be ported to C#, despite the fact that there’s already several TMX and tilemap products available on the Unity Asset Store.