Question on the pre-MIT version of T2D
by StuporMundi · in Torque Game Builder · 03/19/2014 (3:50 am) · 6 replies
What is the licensing situation with TGB 1.8 now? I had a template for 4 isometric TM games put together for me, at some cost, before the MIT version was announced/released, possibly even dreamt of. With limited resources it was built piecemeal over a couple of years. I've had this template sitting on my computer for over a year now and I may be able to finally make use of it. However, I will not be doing the programming, the template does not work with the new MIT t2D. So what exactly is the position if I am able to get someone else to program the game, but the only version of TGB 1.8 they can get hold of is the one I own? Do I need to buy a studio license, do I need to transfer the license over?
Also am I right in assuming that beyond the forums there is no longer any support offered for the pre-MIT version?
Any assistance would be greatly appreciated.
Also am I right in assuming that beyond the forums there is no longer any support offered for the pre-MIT version?
Any assistance would be greatly appreciated.
About the author
#2
There's nothing preventing a port in theory. I'm just reviewing my options. These games don't really require Box2D, are non-violent and can be fixed at 30 fps. Plus TGB 1.8 has editors which the MIT hasn't at the moment (correct me if I'm wrong). So it strikes me that I will get no material gain from doing a port, it will just delay completion of the game.
03/19/2014 (6:22 am)
@Michael - Ok, thanks, that clears everything up.There's nothing preventing a port in theory. I'm just reviewing my options. These games don't really require Box2D, are non-violent and can be fixed at 30 fps. Plus TGB 1.8 has editors which the MIT hasn't at the moment (correct me if I'm wrong). So it strikes me that I will get no material gain from doing a port, it will just delay completion of the game.
#3
03/19/2014 (6:42 am)
What platforms did you want to publish to? MIT gives you a lot more options plus a host of other improvements, lack of editors aside.
#4
03/19/2014 (7:57 am)
PC and MAC, I don't have a MAC computer so iOS is not really an option unless I use a different game engine, but I would prefer to use Torque so I get some usage out of the template and because I rather like Torque.
#5
@JED - You are correct in that there are no native editors for T2D MIT right now, but it does support external editors like TexturePacker and Spine. At any rate, I get what you are saying about not wanting to port. I hope the project works out for you.
03/19/2014 (8:23 am)
Moving this to the TGB forum for more exposure. @JED - You are correct in that there are no native editors for T2D MIT right now, but it does support external editors like TexturePacker and Spine. At any rate, I get what you are saying about not wanting to port. I hope the project works out for you.
#6
03/19/2014 (9:06 am)
@Michael - there seems to have been some misunderstanding. The lack of editors has no impact on whether to port the game. In fact in this particular case this lack would be beneficial because of the number of animations. There are other considerations.
Employee Michael Perry
ZombieShortbus
That is correct. Any future purchases of Torque 2D 1.8 should be done so knowing that it is a finalized product. No future bug fixes, features, or other improvements. Aside from providing forums, GG's only support on legacy products will be if there is a purchasing error in the store.
So to wrap up, getting studio licenses and distributing will likely be your best approach if you want continued work on your 1.8 projects. Out of curiosity, what's preventing a port of your projects to Torque 2D MIT?