How to download NESMaker on a second computer?

puppydrum64

Active member
The software can supposedly be downloaded on two computers but I don't know how.

Also how can I re-read the end user license agreement?
 

Jonny

Well-known member

Just download on 2nd computer and activate. Or just copy the entire NesMaker folder to your other PC. Probably a good idea to periodically backup that folder to cloud anyway. Even better if on 2 computers too :)
 
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puppydrum64

Active member
Suppose I decide not to use NES Maker per se, rather I make my game from scratch but my game engine is similar in concept to NESMaker's (with a similar object data structure.) Is that ok or is that against the terms of use?
 

Jonny

Well-known member
Official Legal stuff below this paragraph...

A few people started with Nesmaker and moved away from it to expand on what they're doing. I don't know if they took much from NM regards the scripts or file structure. Guessing not much. Because there's no obligation to credit NM if you're using the tool, I don't think there would be much difference. As far as I'm aware, Joe is only concerned that people buy the software and arn't getting hacked copies. If you made an engine based around NM's structure and scripts then sold or distributed that as a product obviously that would be different but that's not what you're asking. For your own projects, personally I'd just go by the terms below even if you develop your own tool based on the NM you bought. You could always email Joe and ask him directly.

https://thenew8bitheroes.tumblr.com%2Fpost%2F184948012074 View: https://thenew8bitheroes.tumblr.com/post/184948012074/nesmaker-publishing?fbclid=IwAR1FNOqOGM5BEGxZ7rNNrglcOn7qsbhKQkjhUNzH-XqvfEDcbBiBoQsMil8
 

puppydrum64

Active member
Based on what I'm doing and the fact that I own a licensed copy, I'm not selling the source code, I'm not making games based on IP that I don't own, and I'm not using the provided graphics or sound in the final game, I think it's safe to say that what I'm doing is fine. I'll credit Joe in the game's credits of course. I wouldn't have gotten to where I am now without his tutorials or his product. I don't think I can really say that the game is made with NESMaker since I'm not copy-pasting his source code directly (it's just inspired by it and uses a similar object data structure) and I'm also making my game with a totally different mapper
 

Jonny

Well-known member
Seems fine to me. You could always ask a couple of the people who've moved onto different mappers / away from NesMaker and see what their take is on the discord server.
 

dale_coop

Moderator
Staff member
You should be good doing that, yep. I see nothing against it (if you credit Joe or theNew8bitHeroes for the code you are using).
 

puppydrum64

Active member
You should be good doing that, yep. I see nothing against it (if you credit Joe or theNew8bitHeroes for the code you are using).
Does this still apply to games that aren't made for the NES? What if my code is converted to another system such as the Sega Genesis or NeoGeo? It's written entirely by me but inspired by Joe's work.

Again, I have no intention of selling the source code or giving it away, unless I modify it to be (from what I feel to be) different enough from NESMaker. I was considering selling the game itself but not its source code. It's an original IP using original graphics and sound, and I have purchased a NESMaker license.

I haven't looked at the NESMaker code in months but my object engine and action state management seems very reminiscent of the NESMaker version, but unfortunately I don't know how to do it any other way.
 
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