Web Site Update
by Eric Preisz · 07/15/2010 (10:26 am) · 185 comments

It’s 3:05 am PST and we just finished the most recent upgrade to the site. As a game programmer ( semi-retired ) web deployment makes me nervous. I don’t get that comfy chair, worn-in baseball glove, feeling that I get from the technology domains that feel more like home to me. Luckily, I’ve been able to calm my nerves with few slices of bacon covered pizza. So far, we made it through the update without any major issues. Thanks a million to those in the associate’s forum who spent their free time beta testing for us when they could have been working on their games:
Special Thanks: Fyodor "bank" Osokin Joseph Euan Michael Hall Tom Spillman Konrad Kiss David Montgomery-Blake Ted Southard Giuseppe De Francesco |
Thanks guys!
The site changes will seem relatively small at first glance, so I’ve put this blog together to help point out some of the foundational changes that make this update a bigger one than you might notice at first glance.
One of my tenants is that bad news should be delivered first, so let’s get that out of the way. You have sent us a lot of web related bug reports and changes and we didn’t cover many of them in this update. Our focus on this round is more about updating systemic business related updates. If we don’t fix those systemic issues, they will undermine all other aspects of how we do business. We’ve been doing a lot of this over the past few weeks and we are slowly raising the tide for more positive future changes. Functionality fixes to come, please hang in there.
So let’s dive into the update:
Brand – Last year we announced that we were retiring the GarageGames name for most of our businesses ( the game studio occasionally uses the GG name ). This is bittersweet change for sure. I have a fondness for the name and more so for the ideology behind the name. As do many, many, people for whom the name GarageGames touched. But the reality is that we are a very different company. Some say better; some say worse -but in the end we are definitely different. Switching to the Torque brand is recognition of that change and a new identity that we can use to move forward with on future projects. You will notice a new logo that contains the phrase “By InstantAction” which helps people understand that we are a part of a bigger company with a broader focus. We are three divisions: Tools & Engine, Game Studio, and Platform. You know what this division does, but you may not be aware of the others. The game studio is very busy working on high-end socially driven games and the Platform is building the next generation of services (achievements, e-commerce, etc.) that modern gamers expect. | ![]() |
Studio Licensing – For a long time we have not given the public visibility into the pricing for studio licenses. Studio licenses are seat licenses rather than licenses that are tied to a given individual and in the past we only offered them via direct sales. If you own a studio license, you will notice that you have a new tab in your account named “My Studio”. | ![]() |
Under this tab you can reassign studio licenses to any other individual who has an account on the site. When you assign a license, your studio name will display under their avatar. This is the first of many ideas we’ve discussed to help your studio build its own brand. Expect to see more and more studio services and functionality over the next couple of years. An upgrade from an individual license to a studio licenses is being offered for a promotional price of $25 per upgrade.
EULA – We’ve updated our EULA for all of our engines (third party products are not part of the uber EULA ). Prior to this change we had different EULAs for each product line which made it difficult to manage and difficult for our users to understand. By consolidating we are making the licensing easier on all involved. We are open to your feedback so if you have any questions regarding the changes, feel free to contact us licensing@torquepowered.com.
Product Names – If you’ve been around the company for a while you know that naming products hasn’t always been our strength ( you might remember the TAT incident ). We’ve done a lot better in recent years, but there is still some confusion when we talk about future vs. current products. To solve this problem we are adding a year designation to our product names. A year denotes a major change in the software. For example, the Torque 3D that you know today is now known as Torque 3D 2009. If we made a major change in the software (typically an editor upgrade or major value increase), we would likely update the year to denote the dramatic upgrade ( i.e. Torque 3D 2011 ). Updates will be delivered as service packs. Torque 3D 2011 SP3. That sounds cool. We will be migrating products to this naming convention over the next couple of releases.
Over the next few weeks, we have a series of blogs that we have been waiting to deliver. Keep checking the site for new updates and news related to all of the work we’ve been doing over the past couple of months. Until then, feel free to post any site bugs related to these changes in this thread. Also, we have our web developer monitoring the live chat system in the bottom right hand corner to help you if you get stuck over the next couple of days. There will be bugs, but we will do our best to fix them ASAP.
Thanks everyone!
About the author
Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.
#122
I guess there IS a such thing as a 'good' bug. =)
07/16/2010 (5:55 pm)
just want to say congratulations to everyone who got the source for T3D for only $25. LOL!I guess there IS a such thing as a 'good' bug. =)
#123
07/16/2010 (6:03 pm)
Looks like the orphaned page bug has returned. We'll log it and get Anthony on it once we get the higher priority bugs fixed. Sorry for the inconvenience everyone.
#124
Was I the only person who got what he read he was getting?
Namely, an extra line of avatar text for now ... but Studio license might come in handy at some point in the future ... I like to plan ahead -> that way I don't have to do anything right now! ;)
Edited: for murdering the english language...
07/16/2010 (6:07 pm)
Did anyone get source code for 25 bucks? Or did they get a studio license to transfer assets that they already own or will buy in the future ... (plus private forum access if they didn't have anything to begin with)Was I the only person who got what he read he was getting?
Namely, an extra line of avatar text for now ... but Studio license might come in handy at some point in the future ... I like to plan ahead -> that way I don't have to do anything right now! ;)
Edited: for murdering the english language...
#125
I logged on the morning the new website was up, skimmed the blog, wanted that new studio tag and also wanted to be able to receive a license check out from friends who have T3D (mistakenly - should have read more closely) so I picked up a T3D studio license and there it was in my products page.
Didn't download it but it was there the other day. Waiting for them to transfer the license to TGB or whatever. I like the new studio tag. :)
07/16/2010 (6:24 pm)
@Steve, I did.I logged on the morning the new website was up, skimmed the blog, wanted that new studio tag and also wanted to be able to receive a license check out from friends who have T3D (mistakenly - should have read more closely) so I picked up a T3D studio license and there it was in my products page.
Didn't download it but it was there the other day. Waiting for them to transfer the license to TGB or whatever. I like the new studio tag. :)
#126
07/16/2010 (6:34 pm)
Every line has multiple uses :) Can I suggest a colour change option. With maybe a link to the studios website?
#127
Bigger faux pas than I thought then! :P
edited: for murdering the french language
07/16/2010 (6:35 pm)
@PatBigger faux pas than I thought then! :P
edited: for murdering the french language
#128
For some reason, I thought the last version of the EULA lightened this restriction...
I hate wearing the lawyer hat, never fits right.
07/16/2010 (7:41 pm)
Can we get a little more elaboration on the Game/Non-Game aspect of the EULA? What about architectural visualizations, development of communication tools/etc? Does this require the 'entering into an addendum'?For some reason, I thought the last version of the EULA lightened this restriction...
I hate wearing the lawyer hat, never fits right.
#129
07/16/2010 (7:45 pm)
@Jameson: the individual licence is strictly games only, no applications of any kind is allowed. That's why I think it's a great way to spend 25 bucks per product per seat ;)
#130
- Left 4 Dead - Game
- Skype - Non-game
- Warcraft III + Level Editor - Game
- Autocad - Non-game
07/16/2010 (7:46 pm)
I think the general consensus is that if the project is not intended purely for entertainment purposes, it is a non-game application.- Left 4 Dead - Game
- Skype - Non-game
- Warcraft III + Level Editor - Game
- Autocad - Non-game
#131
07/16/2010 (7:57 pm)
OK, I've got a question about buying these licenses due to the new Studio Editions. If I were to buy the Studio binary, and then later I bought the Studio Pro, would I get a discounted price and be able to do this as an upgrade? Or have upgrades gone away all together? Would I instead be stuck with having to buy the Studio Pro at full price and have two licenses, one of which would be useless after making another purchase? Basically what I am trying to ask is, will I be able to upgrade to a Pro version if I purchase the binary version in order to get started on my project? I am kinda upset that the discount went away when upgrading from TGEA to T3D. I think it's wrong especially when the discount was offered (and not because of a bug), and then taken away (especially since it was not like there was a major change to the abilities of T3D, only a EULA change).
#132
In fact, I updated the discount by $50 for both products as a gesture of good will.
The only caveat is that someday, we will likely remove the discount. When we do, we will give everyone a reasonable notification ( 30-60 ) in advance.
07/16/2010 (8:12 pm)
@Everyone - We reinstated the T3D discount for TGE and TGEA. I'll take responsibility for the original decision and it was an error of judgement on my part. I don't particularly enjoy seeing customers get upset, but the fact that several dozen have reached out to us to show their dismay is a really great sign about their desire to purchase T3D.In fact, I updated the discount by $50 for both products as a gesture of good will.
The only caveat is that someday, we will likely remove the discount. When we do, we will give everyone a reasonable notification ( 30-60 ) in advance.
#133
07/16/2010 (8:20 pm)
I'm glad to see that you guys have made that decision to help out those who have helped out the company in the past with their purchases. I think I speak for all potential upgraders when I say thank you. I will now be able to stick with my original plan to upgrade to T3D Pro within the next two weeks.
#134
07/16/2010 (8:24 pm)
Thank you very much Eric and I appreciate the gesture of good will. No rush on that date :)
#135
I am as curious as you are on this non-game subject.
- MPerry clarified the types(which are obvious anyways) but what about the steps needed to attain such permissions to use 1.1 for non-games and if then, what agreements have to come from it ?
-> I am quite curious as to why this game/non-game change came to be in this 3rd T3D EULA change in 1 year.
1st EULA - no non-games
2nd EULA - ok to non-games
3rd EULA - no non-games
- As I see it, if I want to make a non-game, I would either have to use 1.0.1 or ask for allowance to use 1.1 for non-game projects ? If the answer is yes, then my next point is going to stand-out that much more...
On another point, I know of a few people who purposely licensed T3D for architectural visualizations because of the auto-allowance of non-game development. (I also plan to use T3D for non-game and game developments.)
The question here is: why are those people who spent $1k on the engine license specifically for visual development not afforded upgrade-abilities simply because they work outside of the game aspect ?
We need info on possible grandfathering.
07/16/2010 (9:24 pm)
Jameson Bennett (and portions to TP staff,)I am as curious as you are on this non-game subject.
- MPerry clarified the types(which are obvious anyways) but what about the steps needed to attain such permissions to use 1.1 for non-games and if then, what agreements have to come from it ?
-> I am quite curious as to why this game/non-game change came to be in this 3rd T3D EULA change in 1 year.
1st EULA - no non-games
2nd EULA - ok to non-games
3rd EULA - no non-games
- As I see it, if I want to make a non-game, I would either have to use 1.0.1 or ask for allowance to use 1.1 for non-game projects ? If the answer is yes, then my next point is going to stand-out that much more...
On another point, I know of a few people who purposely licensed T3D for architectural visualizations because of the auto-allowance of non-game development. (I also plan to use T3D for non-game and game developments.)
The question here is: why are those people who spent $1k on the engine license specifically for visual development not afforded upgrade-abilities simply because they work outside of the game aspect ?
We need info on possible grandfathering.
#136
07/16/2010 (9:35 pm)
Nevermind.
#137
We have waivers for non-games applications. It doesn't mean there is an automatic increase in cost if you have a non-game, it means we just want to talk with you before we grant you a license and have a better understanding of what you are doing with our tech.
07/16/2010 (10:27 pm)
@Eb -There are two reasons. The first, is that since we are in the tools business, there's no chance for us to sell a license to someone who is building a game to compete with us unfairly in the tools business. If someone is building a non-game, they could compete with us directly with our own product. The second is that many non-game developers have special needs like the ability to transfer code into escrow ( and some other issues as well ). A lot of times they break the EULA without realizing it.We have waivers for non-games applications. It doesn't mean there is an automatic increase in cost if you have a non-game, it means we just want to talk with you before we grant you a license and have a better understanding of what you are doing with our tech.
#138
07/16/2010 (10:28 pm)
@Christian - The discount for binary is equal to the cost of the binary which is $100.00.
#139
07/16/2010 (10:32 pm)
OK wait what is a non-game? And what is this new non-game change? I am making some non-games using iTGB.
#140
Again, it's not that we are against people using Torque for non-game reasons. A lot of my personal experience with Torque is for non-game purposes.
07/16/2010 (10:38 pm)
@Henry - It's really hard to define it exactly. That's part of the challenge. Because it's hard to define, many more apps then we prefer get sucked into the definition. But to put it simply, non-games are applications who's goal isn't entertainment.Again, it's not that we are against people using Torque for non-game reasons. A lot of my personal experience with Torque is for non-game purposes.



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