What do I need to publish?
by Chris "C-Dude" Friedrich · in Torque Game Engine · 10/01/2004 (6:04 pm) · 14 replies
If I create a game, and want to publish it, do I need anything like the Indie Lisence? (I dont really get all this lisencing stuff as you can tell, so please don't flame me(I'm only thirteen))
#2
10/01/2004 (6:18 pm)
Ok, because I was planning on using Torque. Also anoter question: It says in the system requirements it says "C++ Compiler to manage the engine". Were do I find this? *note* I'm getting the book "3D Programming all in one", just in case it matters.
#3
I can't comment on it's usefullness though, someone else will.
You need a C++ package of some kind with a compiler in it.
Examples are: Borland, Visual Studio (both for Windows, I don't know any Mac/Linux equivilants)
10/01/2004 (6:23 pm)
I've heard that book is very nice.I can't comment on it's usefullness though, someone else will.
You need a C++ package of some kind with a compiler in it.
Examples are: Borland, Visual Studio (both for Windows, I don't know any Mac/Linux equivilants)
#4
Its a great all-range book but doesn't go into C++ and is probably only suited for a Torque owner
To answer your question... You don't need a publisher to publish your game... You can distribute it yourself over the internet.
With your indie licence problems... You are misunderstanding the system the GG guys have set up... The difference between an Indie licence and a Commerical licence is how phat your money your game development company earns. Meaning if your company earns more than $250,000 USD your company has to buy the Commerical Licence per member working on it. If you earn less than that you are an Indie developer and it only costs $100USD for the Engine per-person.
I think this is right... Correct me if I am wrong someone.
Now my question to the community... Does the money factor include your publisher or just the game company?
10/01/2004 (7:38 pm)
The book 3DGPAI1 is a good book... It covers alot of aspects of game development from making models, textures, using Torque editors and TS and also does some editing of sounds....Its a great all-range book but doesn't go into C++ and is probably only suited for a Torque owner
To answer your question... You don't need a publisher to publish your game... You can distribute it yourself over the internet.
With your indie licence problems... You are misunderstanding the system the GG guys have set up... The difference between an Indie licence and a Commerical licence is how phat your money your game development company earns. Meaning if your company earns more than $250,000 USD your company has to buy the Commerical Licence per member working on it. If you earn less than that you are an Indie developer and it only costs $100USD for the Engine per-person.
I think this is right... Correct me if I am wrong someone.
Now my question to the community... Does the money factor include your publisher or just the game company?
#5
At least that's what I think it is. I may be completely off target since I don't have the commercial license.
@Thomas
I believe it includes the publisher. That was one of the problems with the previous license. If you hooked up with someone like Real Networks, you had to pay $10,000 because they have loads of cash, but your returns probably wouldn't ever match that through them. So the new commercial license was introduced to make it affordable for indies.
10/01/2004 (7:43 pm)
I believe the commercial license is a per-seat license, so if you have two programmers that do not need access to the source at the same time (for example, one programmer leaves the project and you hire another one...well, you don't have to buy another license for the new developer). If you have multiple programmers working with the source at the same time, you are required to have a license for the number of "seats" working at one time.At least that's what I think it is. I may be completely off target since I don't have the commercial license.
@Thomas
I believe it includes the publisher. That was one of the problems with the previous license. If you hooked up with someone like Real Networks, you had to pay $10,000 because they have loads of cash, but your returns probably wouldn't ever match that through them. So the new commercial license was introduced to make it affordable for indies.
#6
10/01/2004 (8:06 pm)
Ok, so I if I have say 4 guys working on it, I have to buy one lisence for each? Because my plan was to buy the 3D AIO, learn all the basics, make a few "for fun/practice games" with a max of four people working on it, but right now all I have is a friend and myself. Also, it may sound stupid, but were do I buy the Torque engine. The only engine I've seen for sale was the Shader. I'm a little confused with all this information right now, and it may take a while to sit, so please "dumb it down" for me.
#7
Let's say, I have 3 programmers working on a project.
Programmers 1 and 2 do nothing but writing script files and configuring the game using the various in-game editors. They do not see the actual C++ code or modify it in any way.
Programmer 3 has full access to the code, and modifies it based on his or the other programmers needs. He is also the one that handles any distribution.
Do I need 1 license, or 3?
10/01/2004 (8:53 pm)
I'm a little fuzzy on this too. Let's say, I have 3 programmers working on a project.
Programmers 1 and 2 do nothing but writing script files and configuring the game using the various in-game editors. They do not see the actual C++ code or modify it in any way.
Programmer 3 has full access to the code, and modifies it based on his or the other programmers needs. He is also the one that handles any distribution.
Do I need 1 license, or 3?
#8
---------------
From reading the EULA of the first point the EULA only seems related to the 'use of the Engine source code'... got loophole GG :)
I think this means that you only need to buy enough licenses for people that are looking or doing something to the engine code.
i.e. 5 people in the group, 2 scriptors and 2 modellors/textures and 1 engine coder... You only need to buy 1 licence because only 1 person is doing anything with the engine code...
I think this is how it could work... correct me if I am wrong
10/01/2004 (9:13 pm)
This sets forth the entire agreement between Garagegames.com, Inc. ("Licensor") and the Licensee relating to the use of the Engine source code shipped on hard media or downloadable from the Licensor website, www.garagegames.com, or affiliates.---------------
From reading the EULA of the first point the EULA only seems related to the 'use of the Engine source code'... got loophole GG :)
I think this means that you only need to buy enough licenses for people that are looking or doing something to the engine code.
i.e. 5 people in the group, 2 scriptors and 2 modellors/textures and 1 engine coder... You only need to buy 1 licence because only 1 person is doing anything with the engine code...
I think this is how it could work... correct me if I am wrong
#9
Chris 'C-Dude' - When you get 3DAI1 by Ken Finney you'll find the TGE demo in the back, you can learn a lot just 'modding' with script.
10/01/2004 (10:58 pm)
Thomas - Your correct. We believe you really need more coders on the engine ;)Chris 'C-Dude' - When you get 3DAI1 by Ken Finney you'll find the TGE demo in the back, you can learn a lot just 'modding' with script.
#10
10/02/2004 (3:25 am)
Good to know. Right now it's only me, myself and I, but at least I know that I can get other programmers to help out some if the load gets too heavy.
#11
10/02/2004 (5:45 am)
Jay: I have to buy the engine for myself first :)
#12
Even if I want to sell the game retail?
So far I like the look of this engine... If it works out I'm sure that I will buy a license, but I want to do a little game just to test out the features and check the flow of it all....
If I need to modify the code, the price is great for the license... and if this game gets off the ground, even just a little then I would buy the license right away and continue to develop with Torque, but for right now thats not what I'm looking for....
So I guess my question is...
If I want to sell a game made with TGE and I don't NEED to modify the sourcecode of the engine, do I need the license?
10/18/2004 (3:50 am)
So if I don't need to touch the souce code I don't need the license?Even if I want to sell the game retail?
So far I like the look of this engine... If it works out I'm sure that I will buy a license, but I want to do a little game just to test out the features and check the flow of it all....
If I need to modify the code, the price is great for the license... and if this game gets off the ground, even just a little then I would buy the license right away and continue to develop with Torque, but for right now thats not what I'm looking for....
So I guess my question is...
If I want to sell a game made with TGE and I don't NEED to modify the sourcecode of the engine, do I need the license?
#13
10/18/2004 (4:44 am)
Well you will have to buy at aleast 1 lic, if you plan on selling a tge .exe
#14
I don't want to think I'm trying to scam you or nothing... I just like to know the technicalities of something before I use it...
Its definately worth it :)
10/18/2004 (5:53 am)
OK thats all I wanted to know thanksI don't want to think I'm trying to scam you or nothing... I just like to know the technicalities of something before I use it...
Its definately worth it :)
Torque Owner Stefan Lundmark
Again, the license which you were referring to are only when you are using TGE (Torque) and not other game engines or your own.