Custom Editors and the EULA
by Eric Armstrong · in Torque Game Builder · 08/17/2005 (9:56 am) · 3 replies
I want to run what we are doing for our T2D game by the GG folks to make sure that what we want to do doesn't break the stipulation in the EULA about including the editors.
We are creating a vertical scroller/breakout style game and would like to include a custom editor to allow players to create thier own levels. The bulk of the editor will be around defining bricks and Insectas( little bug creatures that fly around building new bricks, eating powerups, etc.). I don't really see any possible conflicts with this part, as it's just setting attributes, changing colors, that sort of thing. Because we have vertical scrolling shooter type transitions though, I will be developing something similar to the tile editor included in T2D. This is where I want to ensure what we are doing is ok. As I said, this part of the editor will be very similar to the Tile editor in T2D; I won't be using any of the actual scripts for that editor, but will be implementing some similar functionality. Specifically, they will be placing tiles, marking tiles as collide-able, connecting a set of finite script callbacks when certain tiles appear, that sort of thing.
Some things of note is that the saved objects from this editor would not be usable by any other T2D application as I have made a number of C++ changes to many of the base T2D objects, so the serialized classes wouldn't match T2D. All of the things that they can set or change are finite and specific to this application. For instance, we would not be including any kind of particle editor, but simply a list of created effects that they can mix and match and assign to tiles or objects. They wouldn't be able to define new script callbacks to tiles or anything.
We will of course provide GG with a copy of everything when completed before release to make sure everything is kosher. I just wanted to get some initial thoughts/input before doing a bunch of development on something that could potential never be seen by the general public.
Thanks,
Eric Armstrong
Programmer
Idryonis Studios
We are creating a vertical scroller/breakout style game and would like to include a custom editor to allow players to create thier own levels. The bulk of the editor will be around defining bricks and Insectas( little bug creatures that fly around building new bricks, eating powerups, etc.). I don't really see any possible conflicts with this part, as it's just setting attributes, changing colors, that sort of thing. Because we have vertical scrolling shooter type transitions though, I will be developing something similar to the tile editor included in T2D. This is where I want to ensure what we are doing is ok. As I said, this part of the editor will be very similar to the Tile editor in T2D; I won't be using any of the actual scripts for that editor, but will be implementing some similar functionality. Specifically, they will be placing tiles, marking tiles as collide-able, connecting a set of finite script callbacks when certain tiles appear, that sort of thing.
Some things of note is that the saved objects from this editor would not be usable by any other T2D application as I have made a number of C++ changes to many of the base T2D objects, so the serialized classes wouldn't match T2D. All of the things that they can set or change are finite and specific to this application. For instance, we would not be including any kind of particle editor, but simply a list of created effects that they can mix and match and assign to tiles or objects. They wouldn't be able to define new script callbacks to tiles or anything.
We will of course provide GG with a copy of everything when completed before release to make sure everything is kosher. I just wanted to get some initial thoughts/input before doing a bunch of development on something that could potential never be seen by the general public.
Thanks,
Eric Armstrong
Programmer
Idryonis Studios
#2
Regarding your EULA question, first, thanks for asking. Always appreciate people clarifying these issues before proceeding ahead.
You're correct that the EULA prohibits people from providing either the T2D editors, or other game making tools. Of course, the reason for this is that T2D is so easy to script with, that if raw scripts or editing tools are provided, people could just mod a game to make their own games (though they wouldn't have a legal license to do so).
However, if your editor comes together as you describe... where it's very specific to your game, strictly limits the types of objects and levels a person can create, and no source scripts are provided, then it shouldl be just fine to ship with your game. Please do send us a build when you're ready to so we can take a look and make sure it's all good.
Thanks again for checking in and good luck with the project!
08/17/2005 (12:16 pm)
Howdy Eric, good to see you guys using T2D. Excited to see what you come up with! We've been curious what your next project might be.Regarding your EULA question, first, thanks for asking. Always appreciate people clarifying these issues before proceeding ahead.
You're correct that the EULA prohibits people from providing either the T2D editors, or other game making tools. Of course, the reason for this is that T2D is so easy to script with, that if raw scripts or editing tools are provided, people could just mod a game to make their own games (though they wouldn't have a legal license to do so).
However, if your editor comes together as you describe... where it's very specific to your game, strictly limits the types of objects and levels a person can create, and no source scripts are provided, then it shouldl be just fine to ship with your game. Please do send us a build when you're ready to so we can take a look and make sure it's all good.
Thanks again for checking in and good luck with the project!
#3
I had mentioned a similar scenario in another post, but it was never replied to by a GG employee.
The license does not appear to prohibit the use of Torque Script by End User Customers, but prohibits the use of the Torque2D specific objects and API's.
I was hoping to expose 2 .cs files to open up the modification of computer player decision making and the addition of custom graphics. These scripts do not make api calls distributed by Torque 2D. Is this considered within bounds of the EULA?
The community opinion appears to be:
http://www.garagegames.com/mg/forums/result.thread.php?qt=31587
--Mark
08/19/2005 (1:10 pm)
Josh,I had mentioned a similar scenario in another post, but it was never replied to by a GG employee.
The license does not appear to prohibit the use of Torque Script by End User Customers, but prohibits the use of the Torque2D specific objects and API's.
I was hoping to expose 2 .cs files to open up the modification of computer player decision making and the addition of custom graphics. These scripts do not make api calls distributed by Torque 2D. Is this considered within bounds of the EULA?
The community opinion appears to be:
Quote: "Anything not T2D specific is open season [script-wise]. Any script that runs in TGE is open season."
http://www.garagegames.com/mg/forums/result.thread.php?qt=31587
--Mark
Torque 3D Owner Stephen Zepp
As long as the editors you provide are focused on gameplay within your own game, and not designed to be generic enough to allow for creating (and selling) entirely new games, then you are within the spirit of the EULA in this case.