iTGB: no more fee per game?
by Michael K. · in Torque Game Builder · 01/16/2009 (12:31 am) · 31 replies
I just found the itgb site (for anyone looking for it: http://www.garagegames.com/products/torque-2d-iphone) and was wondering if the $100 (indie) / $500 (commercial) fee per game has been dropped (which would be really great)? Because i can't seem to find where i can buy an additional game license.
- Michael
- Michael
#2
01/19/2009 (4:02 pm)
I'd also like to have this cleared up....the new site makes this somewhat confusing.
#3
01/20/2009 (8:37 am)
@Wencaslao: True the EULA has this new line, but if you try to add the product to your cart (if you already bought the product) you recieve this message "This product is limited to one per account". So i'm guessing that they just forgot to add the "fee per game" (or they completely dropped it). But they should make the EULA a bit more clearer....
#4
01/22/2009 (9:52 am)
Does anyone from GG have an answer?
#5
01/22/2009 (10:32 am)
It looks pretty clear to me. Per project, every developer needs a license.
#6
01/23/2009 (2:51 am)
Except that until the new site went live, the pricing established was $500 for your first license and $100 for each subsequent game. There has been no announcement, the new wording indicates otherwise and since no one from GG will touch this thread, I'm assuming it's up in the air. From where I'm sitting $500 per project is a bit steep.
#7
01/24/2009 (12:58 pm)
I agree. I just got into torque because of the affordability. I would have went else where if it were at these prices.
#8
01/24/2009 (4:34 pm)
Can this please be cleared up by a GG employee? I'm holding off on purchasing at the moment, for fear everything could change 5 mins after I buy...
#9
01/25/2009 (12:40 pm)
I'd love to see this explicitly cleared up as well. I just bought a mac with the intent of making a few iPhone apps. At $500 + $100 per additional license, I can see iTGB being a good value. At $500 per project, that gives me pause.
#10
EXACTLY the same issue here. Just got a MacBookPro to do my iTGB development and I've stopped in my tracks because of this apparent (unannounced) change in the licensing.
$500 oer title you release is certainly not indie, at least not the definition we used to follow around here...
01/25/2009 (12:50 pm)
Chris,EXACTLY the same issue here. Just got a MacBookPro to do my iTGB development and I've stopped in my tracks because of this apparent (unannounced) change in the licensing.
$500 oer title you release is certainly not indie, at least not the definition we used to follow around here...
#11
I'm on a new itgb project and i would like to know what to do. If i try to add a new itgb license to the cart i only get an error "This product is limited to one per account" and i can't find a "buy a new game license" button.
01/25/2009 (1:57 pm)
GG, please answer.
I'm on a new itgb project and i would like to know what to do. If i try to add a new itgb license to the cart i only get an error "This product is limited to one per account" and i can't find a "buy a new game license" button.
#12
Another option, which I know nothing about is Shiva, which is available at http://www.stonetrip.com/. Shiva is a total unknown to me, but they have a PLE version for free if somebody is interested in checking it out.
Even though $500 seems steep, the learning time has to be considered. If you have something in TGB that you want to port, it's a lot easier to just make it in iTGB. My iPhone project was started about a month ago, so the time investment has been minimal and changing engines at this point hasn't been a big deal.
01/25/2009 (7:23 pm)
If you already have a Mac, for what it's worth, you're looking at $600 ($200 + $400) to get started with Unity3D on the iPhone. Not that I want to advertise other products here, but that's much more tolerable.Another option, which I know nothing about is Shiva, which is available at http://www.stonetrip.com/. Shiva is a total unknown to me, but they have a PLE version for free if somebody is interested in checking it out.
Even though $500 seems steep, the learning time has to be considered. If you have something in TGB that you want to port, it's a lot easier to just make it in iTGB. My iPhone project was started about a month ago, so the time investment has been minimal and changing engines at this point hasn't been a big deal.
#13
01/26/2009 (6:52 am)
I'm checking on this.
#14
01/26/2009 (7:04 am)
thanks david.
#15
01/26/2009 (8:10 pm)
I also am interested to know this. I just bought TGB (used to be a TGE user), but wanted to start experimenting on iPhone. Is there no way to set the resolution of the debug mode to iPhone resolution before paying for the license? I don't see any documentation as to how to actually use this product with the iPhone. But I will also be detered if it's $500/game.
#16
It looks like that was announced a bit back here. So presumably it's on the way. I'm not sure when 1.7.4 came out... perhaps it's already supported? I'm still in the stone age with 1.1.3!
01/26/2009 (9:54 pm)
That's a good point, Ismail. I actually think I saw a resource about that on this site.... 480x320 I believe is the iPhone resolution. It would be great to be able to play with TGB that way.It looks like that was announced a bit back here. So presumably it's on the way. I'm not sure when 1.7.4 came out... perhaps it's already supported? I'm still in the stone age with 1.1.3!
#17
And Chris, why are you still in the stone age with 1.1.3? Are the changes that drastic that you can't upgrade? I'm on the 1.4 TGE so I can understand.
01/27/2009 (1:06 pm)
Yeah, I stumbled upon that article, but according to this forum, things may have changed. To any users that have already paid at least teh initial $500. Does that grant you deploy to your own iPhone now for testing and access to the multi-touch controls?And Chris, why are you still in the stone age with 1.1.3? Are the changes that drastic that you can't upgrade? I'm on the 1.4 TGE so I can understand.
#18
So, the breakdown is:
$lots for a Mac
$200 or so for an iPod touch
$99 to Apple each year
$500 one-time payment to GG, including licence for your first title
+$100 for each new title you release on the App store
(All provided GG didn't change anything, but this was fact very recently)
Also, the iPhone OS works in two resolutions. 320x480 is the regular portrait mode, 480x320 is landscape mode.
Fun fact: AppStore prices have fixed costs per tier in different regions, so some regions are less interesting to sell in. Milk those Americans >:)
01/27/2009 (8:58 pm)
You still need to pay Apple $99 (in the US, less in Norwegia) for certificates to allow installing dev versions on your iPhone or iPod touch. I remember the iTGB price was $500 for the source AND one game release, then $100 per new release. Pretty fair, I think. Not that I have that money yet :)So, the breakdown is:
$lots for a Mac
$200 or so for an iPod touch
$99 to Apple each year
$500 one-time payment to GG, including licence for your first title
+$100 for each new title you release on the App store
(All provided GG didn't change anything, but this was fact very recently)
Also, the iPhone OS works in two resolutions. 320x480 is the regular portrait mode, 480x320 is landscape mode.
Fun fact: AppStore prices have fixed costs per tier in different regions, so some regions are less interesting to sell in. Milk those Americans >:)
#19
If I felt I had something that could earn me back that money, however, I'd go for it. Certainly $500 isn't a lot of money, when you think about it from a business perspective.
01/28/2009 (8:46 am)
Ronny: I think the debate is that since the new site went up, it's not clear as to the pricing of a second license. $500 or $100? A lot of us feel the latter is fair but the former constitutes a slightly untenable risk for our low budget indie outfits.If I felt I had something that could earn me back that money, however, I'd go for it. Certainly $500 isn't a lot of money, when you think about it from a business perspective.
Torque Owner Wenceslao Villanueva Jr.
"Torque Game Builder for iPhone (iTGB) Indie End User License Agreement (EULA) (Click here for the Commercial EULA)
$500 Per Seat, Per Project License"
So if I'm interpreting this correctly, it means that the fee has actually gone up to $500 PER PROJECT. Does project mean product? This may be a little to much investment for an indie to handle when trying to compete in that market if this is correct. Anyone from GG want to clarify?
The last IRC chat hour I was at I heard that there were no plans for changing the pricing structure for iTGB.