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Torque for Wii availability and licensing
Torque for Wii availability and licensing
| Name: | Zachary Zadell | ![]() |
|---|---|---|
| Date Posted: | Aug 30, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Zachary Zadell |
Blog post
I would like to formally announce the availability of Torque for Wii commercial licensing and evaluation.
Torque for Wii has been in the works for a while now and was officially announced in a press release which you can view here.
Pronto has done an amazing job of putting together a version of Torque, based on TGE 1.5, that can be used to produce a game on the Wii and with Nintendo's upcoming WiiWare. In addition to porting over the bulk of TGE's features (minus networking for now), they also added comprehensive Lot Check compliance which includes required Nintendo features such as notifying the user when their batteries are low.
The major barrier to entry is that you have to be an approved Nintendo developer. This may seem like a huge limitation to a lot of you, but it isn't completely unheard of these days of studios made up of a single developer being approved. You will also need a dev kit which runs for about $2000. Visit www.warioworld.com/apply/wii.html to learn more.
Pronto and myself will be providing limited support for Torque for Wii on our forums. There are the general forums which you guys should use to ask any questions you may have regarding the engine and the private forums for licensees. Be sure to modify your forum subscriptions to see them.
Why is this a big deal?
The Nintendo Wii recently became the top selling Next-Generation console (surpassing the Xbox 360 in total world wide sales). Additionally, with the announcement of WiiWare, Nintendo is opening the door for smaller games and developers in a way that hasn't been seen before on consoles. Torque for Wii provides a relatively low cost (perhaps the cheapest) way of putting a game on the Wii.
Since Torque for Wii is based on TGE 1.5, all that knowledge and content that you the community has developed can now be applied to developing on the Wii. Pronto developed their own game using the engine, which is due out in Europe soon so this is the real deal. When they were first showing off just how easy it was to get games on the console they showed me all the Starter Kits and Content Packs they could get their hands on. That includes the racing starter kit and fps starter kit being controlled with the Wii's controller. They also showed off Tim Aste's popular content packs, which while gorgeous, are hardly optimized for the Wii's hardware. Additionally they had the original Marble Blast, which was based on TGE 1.1, up and running on the Wii within a day.
All the tools and content that apply to TGE also apply to Torque for Wii. So you can use popular tools like Constructor and Torque Show Tool, and Torsion. You can also prototype your game with a cheaper TGE 1.5 license before you commit to a Torque for Wii commercial license.
For more details please visit the Torque for Wii page.
Evaluation versions are available in addition to several licensing options. Interested parties should contact me personally at zacz@garagegames.com or sales@garagegames.com
I must stress that this product is aimed at commercial developers who are serious about putting a title on the Wii.
Torque for Wii has been in the works for a while now and was officially announced in a press release which you can view here.
Pronto has done an amazing job of putting together a version of Torque, based on TGE 1.5, that can be used to produce a game on the Wii and with Nintendo's upcoming WiiWare. In addition to porting over the bulk of TGE's features (minus networking for now), they also added comprehensive Lot Check compliance which includes required Nintendo features such as notifying the user when their batteries are low.
The major barrier to entry is that you have to be an approved Nintendo developer. This may seem like a huge limitation to a lot of you, but it isn't completely unheard of these days of studios made up of a single developer being approved. You will also need a dev kit which runs for about $2000. Visit www.warioworld.com/apply/wii.html to learn more.
Pronto and myself will be providing limited support for Torque for Wii on our forums. There are the general forums which you guys should use to ask any questions you may have regarding the engine and the private forums for licensees. Be sure to modify your forum subscriptions to see them.
Why is this a big deal?
The Nintendo Wii recently became the top selling Next-Generation console (surpassing the Xbox 360 in total world wide sales). Additionally, with the announcement of WiiWare, Nintendo is opening the door for smaller games and developers in a way that hasn't been seen before on consoles. Torque for Wii provides a relatively low cost (perhaps the cheapest) way of putting a game on the Wii.
Since Torque for Wii is based on TGE 1.5, all that knowledge and content that you the community has developed can now be applied to developing on the Wii. Pronto developed their own game using the engine, which is due out in Europe soon so this is the real deal. When they were first showing off just how easy it was to get games on the console they showed me all the Starter Kits and Content Packs they could get their hands on. That includes the racing starter kit and fps starter kit being controlled with the Wii's controller. They also showed off Tim Aste's popular content packs, which while gorgeous, are hardly optimized for the Wii's hardware. Additionally they had the original Marble Blast, which was based on TGE 1.1, up and running on the Wii within a day.
All the tools and content that apply to TGE also apply to Torque for Wii. So you can use popular tools like Constructor and Torque Show Tool, and Torsion. You can also prototype your game with a cheaper TGE 1.5 license before you commit to a Torque for Wii commercial license.
For more details please visit the Torque for Wii page.
Evaluation versions are available in addition to several licensing options. Interested parties should contact me personally at zacz@garagegames.com or sales@garagegames.com
I must stress that this product is aimed at commercial developers who are serious about putting a title on the Wii.
Recent Blog Posts
| List: | 08/30/07 - Torque for Wii availability and licensing 04/01/05 - Plan for Zachary Zadell |
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Submit your own resources!| Matt Vitelli (Aug 31, 2007 at 00:09 GMT) |
Quote:
This may seem like a huge limitation to a lot of you, but it isn't completely unheard of these days of studios made up of a single developer being approved.
Yet after that:
Quote:
I must stress that this product is aimed at commercial developers who are serious about putting a title on the Wii.
It seems like in order to buy a dev kit, you'd want to know how much Torque Wii licensing costs. But in order to get that information, you'd need to have a dev kit.
This has caught my interest, though.
| Gary "ChunkyKs" Briggs (Aug 31, 2007 at 00:12 GMT) |
Quote:
The major barrier to entry is that you have to be an approved Nintendo developer. This may seem like a huge limitation to a lot of you, but it isn't completely unheard of these days of studios made up of a single developer being approved.
It's sad, because I inquired about this before and was told that I wasn't able to get into the program. Torque for Wii seems like a good idea, but as someone who's mostly a hobbiest, I won't be able to see it.
Also, pricing isn't available on the page you linked, yet.
Gary (-;
EDIT: Oh, hey. I re-read the blog entry, and at the end you stress that this is only for commercial developers. Nevermind.
Edited on Aug 31, 2007 00:13 GMT
| David Montgomery-Blake (Aug 31, 2007 at 02:06 GMT) |
EDIT:
And I thought I should also note CONGRATULATIONS to the TorqueWii team! I can't wait for Pronto to ship across the pond!
Edited on Aug 31, 2007 02:16 GMT
| Leroy Frederick (Aug 31, 2007 at 10:30 GMT) |
| Donald \"Yadot\" Harris (Aug 31, 2007 at 13:48 GMT) |
Also what is the Wii plan behind the networking? It doesnt seem very open to MMO or large multi player games.
| Zachary Zadell (Aug 31, 2007 at 17:54 GMT) |
Nintendo is partnering with Gamespy. None of the third parties (like us) have seen any details about what this entails. We are aware of the demand and want to support it as soon as we can, as Torque has always had a solid networking base.
A TGB port would be great, currently Pronto isn't doing it though. If there are any serious developers interested in forming an arrangement with GG to make such a port - I am willing to discuss the details of what would be involved.
| Picasso (Sep 30, 2007 at 14:57 GMT) |
| Matt Vitelli (Sep 30, 2007 at 16:06 GMT) |
| Matt Fairfax (Sep 30, 2007 at 19:30 GMT) |
Quote:
what about the special effects in Torque for Wii? Shaders are not available there.
You do realize that the Wii doesn't support "shaders" in the sense that you mean them, right? There are no vertex or pixel shaders on the Wii.
Now, it is a very highend fixed function video card with a couple of special effects built into it but most of the "shader" effects you are seeing are actually being accomplished with old advanced fixed function tricks (like the toon shading tricks you can do with TGE).
TGE is actually a near perfect fit for the capabilities of the Wii. If you can't do it without shaders in TGE then you won't be able to do it on the Wii.
| Picasso (Oct 02, 2007 at 18:09 GMT) |
| Matt Vitelli (Oct 02, 2007 at 23:24 GMT) |
Quote:
Matt Vitelli doesn't understand shaders are talking about them as a part which isn't enough important.
It would be nice for you to do a background check before making a comment like that. I've had over 2 years of HLSL experience and over 3 with TGEA. I've also contributed a number of shaders to the community. I want to keep this professional, but this statement really gets me. So, for the record Metodi, here are links to everything shader related that I've felt was worthy of posting online in the past year.
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1362...
www.garagegames.com/blogs/36092/11571
www.garagegames.com/blogs/36092/13353
www.garagegames.com/blogs/36092/13399
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1088...
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1088...
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1161...
www.garagegames.com/mg/forums/result.thread.php?qt=62712
www.garagegames.com/mg/forums/result.thread.php?qt=65924
www.garagegames.com/mg/forums/result.thread.php?qt=64869
www.garagegames.com/mg/forums/result.thread.php?qt=54933
www.garagegames.com/mg/forums/result.thread.php?qt=61196
www.garagegames.com/mg/forums/result.thread.php?qt=54043
www.garagegames.com/mg/forums/result.thread.php?qt=52606
www.garagegames.com/mg/forums/result.thread.php?qt=62000
Along with dozens more which just aren't worth posting. So please, show a little respect. If you wish to talk about the Wii's capabilities, the forums would be a better place to post in.
This plan is getting horribly off track, and I offer my apologies to Mr. Zachary Zadell. I'm sorry for moving this plan away from its starting point.
| Picasso (Oct 03, 2007 at 17:30 GMT) |
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