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Licensing Confusion...

by Max Battcher · in Torque X 2D · 12/12/2006 (12:16 pm) · 11 replies

I'm still trying to decide if I should buy, and if so, what exactly it is I should buy. I'm a little confused with the "several paths to TorqueX" and could probably use a bit of advice.

I think the biggest stumbling block for me at the moment is that I would be interested in the source of Torque X. I'd hopefully not need it, but to have it "in case" is a comforting thought. Would it be a good idea to buy TGB now to get the unrestricted TGBX or would it be best to wait for TX Pro? Would a TGB Pro purchase include TX Pro (TX source) like it includes TGBX? When should TX Pro be available for purchase (approx.)?

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  • #1
    12/12/2006 (12:46 pm)
    Quote:Would it be a good idea to buy TGB now to get the unrestricted TGBX or would it be best to wait for TX Pro?

    Purchasing TGB now will give you full ownership of TGBX. It makes no difference if you purchase now or after we release Torque X Pro (except that purchasing now will allow you to use it until Torque X Pro is released).

    Quote:Would a TGB Pro purchase include TX Pro (TX source) like it includes TGBX?

    No.

    The easiest way to think about it is to think of the Toolset separate from the Engine/Source. TGB Pro is the TGB Toolset ($100) plus the T2D (C++) Engine/Source ($150) for a total of $250.

    If you buy the TGB Toolset now for $100 (which includes TGBX), you can still buy the Torque X (C#) Engine/Source (Torque X Pro) later for $150, for a total of $250.

    The benefit for TGB owners is that the TGB Toolset ($100) is the same in both instances, so there is $100 overlap between the two offerings.

    Quote:When should TX Pro be available for purchase (approx.)?

    I'm sorry, I don't have even an approximate date on the release of Torque X Pro. One of the devs might chime in here, and I'll try and get more info on an estimated roadmap, but otherwise I don't have any release info.

    The best thing to do, is to download the free binary of Torque X, which includes a 30-day free trial of TGBX. That gives you plenty of time to work with the toolset and the engine, and in 30 days we'll hopefully have a better picture of when Torque X Pro will be released, and you can decide at that point to purchase TGBX or not.
    #2
    12/12/2006 (3:07 pm)
    Ok, thanks for the quick response. Now I just have to decide if Torque X is the right choice for my project.
    #3
    01/13/2007 (10:59 am)
    The TGBX will only be for 2D games, correct?

    You'll have to buy the TGEX to do 3D, which is still being worked on.

    So unless you plan on only making simple 2D games, then buying TGBX would be pointless.
    #4
    01/13/2007 (5:37 pm)
    TGBX is for 2D games and never is pointless =P. It's good to learn TXE on 2D first, then move to 3D.

    #5
    01/22/2007 (12:38 am)
    Hi,
    I have a question about the licence. It is written in the document we receive with the torque X package that this engine can only be used to test Torque X. Can we publish, sell games made with the engine without paying any royalties.

    You said that the engine is not finished yet. Do we have to wait an official revision? Is this new issue is about to remains free or not?

    Thank you in advance
    Laurent Mrejen
    #6
    01/22/2007 (8:31 am)
    The engine binary will be completely free and you will not have to pay any royalties to GG if you wish to sell a game that uses Torque X. The only thing we're going to charge for is engine source code and the TGBX tools, but both are optional (though they are worth the money, in my opinion).

    As for the release date, there is a release candidate planned to be distributed within the week, and if all goes well the official 1.0 release will be shortly after that.
    #7
    01/22/2007 (8:41 am)
    Quote:As for the release date, there is a release candidate planned to be distributed within the week, and if all goes well the official 1.0 release will be shortly after that

    *drools*

    @Thomas - Hijacking a thread but since you were looking here already... Is their any mouse event system support planned anytime in the near future (I'd hate to do all this work and have you guys roll out your own at the same time)?

    #8
    01/22/2007 (9:06 am)
    [scold reason=hijack]Bad Stevens! Bad![/scold]

    As for your question: I dunno.

    :P

    Edit: For real, I have no idea. I'll ask for you when I get into the office in a little bit.

    Edit2: Asked. The official response from Grandmaster Quigley is that we have support for mouse events and outside of that we might do mouse tutorials, but there's no immediate plan for a more sophisticated mouse system (engine-side).
    #9
    01/22/2007 (11:52 am)
    @Thomas - I think I'm not wording what I'm asking properly. I know that you can bind the mouse buttons to trigger events through bindcommand bindevent or whatever, but I'm asking if you have an event driven system where you can do 'onMouseDown", "onMouseUp", "onMouseOver" etc etc. That's what I'm currrently working on. Where you can have events for the mouse on objects versus just a central bind.

    #10
    01/22/2007 (3:54 pm)
    I completely understood what you were asking.
    Unfortunately, the answer hasn't changed. :(
    #11
    01/22/2007 (4:05 pm)
    Interesting. So the answer is it CURRENTLY has it or the upcoming RC has it? If it currently has it, could they throw me a bone as to what namespace and class it's in? I've been all through the code and haven't seen anything for mouse up, down or key up and down much less the other mouse events.