Community forum opened

We've been hearing many requests regarding the possibility to have a forum for developers to communicate with each other.
We are here announcing that the community forum is now opened.

The forum is part of support site, it would require to register and login before you can join discussions.
Currently there are only 2 topic sections: technical and non-technical.
We will see how the forum goes and add up more topics if necessary.

We've also been asking if there would be a chance to revive the contents of old Marmalade forum.
We are sad to say, there was no luck for us to keep the old forum content.
This forum is a fresh new one.

Here's the link to the forum:

Hope everyone enjoys the forum, and wish all the best to the your application.

Have more questions? Submit a request


  • 0

    So....once again brave decision by GMO to take on Marmalade SDK and give it new life.

    I suspect most marmalade developers have decided to switch platforms.

    Anyone decide to stay on and persevere with Marmalade?

  • 0

    I had to move on. As far as I can tell there will be no Marmalade as we knew it. I was a Marmalade Master but after communicating with GMO about their plans it seemed like a better idea to look elsewhere. I'll look at whatever GMO comes up with in the end to see if I can resurrect my Marmalade code base but I'm not optimistic. What made Marmalade special and different was that it was a cross-platform SDK. As far as I know there is no other development tool for cross-platform with that level of granularity. Hopefully GMO realizes this and keeps the SDK exposed and well documented. An SDK is much more flexible than an engine. You build engines with an SDK. They intend to make Marmalade a gaming engine. I couldn't get a straight answer from them about whether the underlying APIs would be exposed. If not, all of your previous Marmalade code is worthless. I've switched to Cocos2d-x. It's C++ so the majority of the non-Marmalade code is easily ported over. Also $600 is way too much to pay for a dead end that may lead to a product that's requires another do over. I think the lack of published documentation for a $600 product is telling about what to expect for the future of Marmalade as we knew and loved it. 

  • 0
    Wow that's not what I hoped for :(
    I'm was/am in a waiting mode with a big project I haven't done any work since a few months as the other options don't look that good either. F.i. reading the Cocos forums I have the impression they're very much focusing on the new Cocos Creator as a closed source game maker IDE and Javascript - also I very much prefer the more immediate mode alike way to code I used with Marmalade instead of all those generic scenegraphs everyone is pushing down our throats (but I guess that's something one can work around in Cocos).
    So far I just moved over to Lua based systems and decided to develop a bunch of small games until I see what GMO will offer and then decide what to do.
    To me, the best parts of Marmalade always have been that it felt a bit like a native SDK with the advantage that it was portable and the API were unified as good as possible over all the target systems. Doing these stuff by yourself is just not fun and distracts so much from working on the actual game.
    @Icoder - do you have some more details about what info you got from GMO?
  • 0


    Hi Michael. Glad to hear from someone else that can appreciate what the Marmalade SDK was all about.

    Out of the communication I had this is the only statement from them about what will happen with the SDK functionality. I asked a direct question about current projects being compatible with the new game engine and this is what I got back.

    "It will inherit most of the characteristic of current Marmalade SDK, or say, it will be a power-up version of current Marmalade SDK. We expect it to be high performance and cross platform as what you have with Marmalade SDK right now."

    It's the "most" in this statement that concerns me. It really doesn't say that you will be able to code the same way as before. Getting a straight answer appears to be impossible at this point. No doubt they aren't even sure if the SDK will be exposed and usable as before. That's why I have apprehensions about whether the new game engine will maintain compatibility with earlier Marmalade projects.

    You are 100% correct that the SDK was unique and if you're a programmer by trade then you can appreciate how powerful having a cross-platform SDK is. We can only hope that GMO sees this and continues to offer what made Marmalade special. Game engines are designed to make it easier for novice users of the engine to create games without an extensive background in programming. No doubt GMO sees turning the Marmalade SDK into a game engine will broaden it's appeal to novice users and make it a more viable product. I say to GMO.. "Be the first to offer the only game engine with the granularity of an SDK and the ease of use of a game engine." Then professional programmers and novices, the broadest market for cross-platform products, will make the new engine it's most profitable.

    You are also correct about scenegraphs being pushed down everyone's throats. Cocos2d does want you to use a scenegraph but it can be bypassed. I have been able to compile one of my projects down using Cocos2d-x substituting cocos2d calls for s3e calls. It's not simple and not straight forward but it can be done. The project is still a work in progress and I'm not 100% certain that I can get it to work as it did with the Marmalade SDK. One good thing is having the source code for Cocos2d-x just about anything can be changed to suit your own needs.

    Good luck,


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