Game Development Community

TGB Pro licensing question

by Altaf · in Torque Game Builder · 01/07/2008 (2:40 am) · 28 replies

Hi All,
I am planning to build a small game using TGB 1.6.0 pro indie license. If I buy the engine how many games can I publish using the indie license?
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#1
01/07/2008 (2:50 am)
Unlimited.
#2
01/15/2008 (1:33 pm)
Related question: Do you have to show the TGB logo in the Commercial version?
#3
01/15/2008 (1:46 pm)
Yes. You will have to contact licensing to negotiate a special license to remove the logo if it is one of your project requirements.
#4
01/15/2008 (1:49 pm)
Interesting.

According to this page:
http://www.garagegames.com/solutions/indievcommercial

it would seem that upgrading to Commercial allows the dev to not display the logo.
#5
01/15/2008 (1:57 pm)
That page was supposed to be changed. The commercial license used to allow that.

Here's information on the new EULA.

You can also read it here.

The relevant section of the commercial EULA:
Quote:(b) Licensee agrees to display a full screen Torque Game Builder Pro logo in the start up sequence of any game created and released with the Engine.
#6
01/15/2008 (2:04 pm)
Thank you David
#7
01/15/2008 (2:05 pm)
Sorry about the confusion.
#8
01/15/2008 (2:06 pm)
Do you know if there is a resource pack and a list of requirements available so that I can get this logo in the game?
#9
01/15/2008 (2:08 pm)
There's a logo pack here. It's on the menu under Company > Logo Kits.
#10
01/15/2008 (2:10 pm)
Awesome, thank you!
#11
01/15/2008 (5:40 pm)
It's been stated that if you have a commercial license now, and you don't upgrade to the next version of TGB, you won't have to display a logo screen. Only if/when you upgrade and accept the new EULA are you bound by the new term(s). I'm considering not upgrading because of this...unless the new version is a vast improvement over the current TGB.

It's not that I'm ashamed to use TGB, I let everyone know. It's just that from what I hear many gamers are annoyed by screens like this, myself included.

I'm wondering if we can at least let users disable the screen(s) in their game options. Opt out, if they choose, after the first run of course.
#12
01/15/2008 (11:04 pm)
To David:

Hi. Is the logo issue applying to the licensees who bought the commercial version of TGB when it used to remove the logo?

Thanks,
Hashem
#13
01/16/2008 (6:47 am)
Joe's right. As Josh noted in the last post to Brett's blog, you are bound by the EULA you purchased the engine with. Upgrading will fall under the new EULA.

Of course, the only games that I've played in the last long while that have not had splash screens were Flash games. I haven't played one from GameTunnel, XBLA, or (especially) off the shelves that have not had splash screens. I don't even think about them anymore. Most gamers I know feel the same way. Annoyed if they can't click past them, usually, but otherwise ambivalent. Unless there are like fifty of them like in Guitar Hero III...but at least you can get past them quickly with a button-press.
#14
01/16/2008 (7:59 am)
Very true David. I am not ashamed of TGB either, I was just confused because of the conflicting webpages, but the information is now clear to me.

I put the splash screen in the game last night.
#15
01/16/2008 (6:55 pm)
I just think anyone who cares what engine you used (ie. game developers) can easily find out through game development forums, blogs, press releases, reviews, etc. True most games have one or two company or affiliate screens, but I've never seen a "Made with (BlitzMax/PopCap Framework/RPG Maker/PTK/Game Maker)" splash. Yet many GameTunnel and top portal games are made with those engines. There are no splashes because these engines don't force users to advertise.
But I digress.

A few more questions:
Will we have the option of using the plain GarageGames logo, or must we use our engine specific screen?
Can we (please) let players skip it with a button press? Allow disabling of splashes in game menus?
#16
01/16/2008 (8:16 pm)
I would also like to echo the question: can we use the Torque Logo, or must we use the TGB logo?
#17
01/16/2008 (9:11 pm)
Interesting to think about. I see Blitz3D logos (usually created by the team rather than an official logo kit) all the time. I rarely see BlitzMax. I also rarely see BlitzBasic ones now that you mention it. Same with GameMaker. I see PopCap all the time, though. I don't think I've ever seen a PTK one. I also see DarkBasic a hell of a lot, again with teams creating their own.

But most anything that I see through portals that is not in Flash has at least one or two splashes whether it be engine tech or video tech or some other third-party licensing tech.

I don't know about the official logo question, though. I'll have to ask on that one.
#18
01/17/2008 (2:54 pm)
@Aaron / Joe: It doesn't really matter to us which splash screen you use. I'd prefer if you guys used the TGB logo with TGB games and the Torque logo with TGE and TGEA games, but I'm flexible. By the way, I'm sure you guys would probably agree that these splash screens and logos could use an update. If you want to make any of them look better, feel free to submit designs to us for approval. We don't want to stray too far from what we've got now, but we're also looking to give it a refresh ourselves so if there are any artists with improvements in mind, we'd love the help :) Thanks!
#19
01/18/2008 (12:45 pm)
Hi Brett,

Here is the logo screen that our artist created. We would like to know if this is acceptable to use in our game.

http://tandemgames.com/tgbLogoScreen.jpg

Thanks,

Aaron
#20
01/22/2008 (4:33 pm)
Wow.

Reading about now having to display a fullscreen logo is a major turnoff....

I'm not ashamed of using TGB either, however displaying it in a casual game seems very low class.

Torque Game Builder, as a name, is clear as can be for developers. But for outsiders (the players) it sounds like a point and click and instant game development solution.

Does a homeowner care that a carpenter used a dewalt power tool during construction? Should each brick on a house have the logo of the brick maker, the brick layer, and the mortar between?

Those who are looking for a game development platform already know most of the commercial options available. I doubt our players care anymore that the game was developed by TGB as they care about who made the rides at disney world.

Why upgrade from Indie (besides the making over 250k a year stipulation)?

I was planning on upgrading to commercial pro before the release of the game I'm currently working on ONLY because I didn't want to display the logo.

Seems like you'll lose more money trying to market to game players than getting upgrade fees from game developers. That saved me $1250.00. Thanks.

Charles
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