TGB Trial Versions
by Barbara L · in Torque Game Builder · 01/06/2008 (12:37 pm) · 16 replies
I downloaded the trial version of TGB because I want to try which version is best for me, but it seems, all trial versions are the same? Is the trial version the pro version or the normal version? In the about is just the version number but not if it is the pro version?
When I buy the TGB will I get another version to download or just unlock this trial version?
When I buy the TGB will I get another version to download or just unlock this trial version?
#2
01/06/2008 (12:52 pm)
I think the pro trail obviously doesn't come with the source.
#3
01/06/2008 (12:55 pm)
Hi Michael, thank you 4 the quick reply. I think I will buy the Pro version next week, but I also wanted to know if the Pro version differs from the trial version e.g. are there more templates or tutorials or so? and no, I don't need a MAC version :-)
#4
01/06/2008 (5:43 pm)
No. There are no extras like templates or whatnot with the pro version. You're paying for the C++ engine source code.
#5
01/06/2008 (6:45 pm)
Depending on the complexity of the game you intend to make, the Pro version might not be necessary. Also, your target audience should play into it.
#6
Sorry my english, but this is not my native language.
01/07/2008 (12:57 am)
But I can use code made by others and import it to my TGB. Can you tell me what do I need to make something in the way like the MysteryCaseFiles from Reflexive Games, this is a seek and find game and I want to make it as an addition to a childs book. I don't know how complex this style of game will be. I am a learning by doing type and have some experience in HTML, CSS, Javascript and Basic and I dont want to buy a wrong version of TGB and next week I find that I need the Pro Version.Sorry my english, but this is not my native language.
#7
you english is very good I think. It's not my native language either. So don't worry about that. :-)
Regarding your questions:
Coding your game with TorqueScript is the same with the Pro version. You can take other peoples scripts/behaviours and add them to your game project. I think that you will be able to code the game completely in TorqueScript. The Upgrade to the PRO version is only 60 USD more expensive, so if this difference is not important for you, then I would say that you should go with the standard version at first. You would need a very good C++ knowledge to make changes to the engine anyway.
Do you have any game related coding experience at all?
01/07/2008 (5:59 am)
Hi Babara,you english is very good I think. It's not my native language either. So don't worry about that. :-)
Regarding your questions:
Coding your game with TorqueScript is the same with the Pro version. You can take other peoples scripts/behaviours and add them to your game project. I think that you will be able to code the game completely in TorqueScript. The Upgrade to the PRO version is only 60 USD more expensive, so if this difference is not important for you, then I would say that you should go with the standard version at first. You would need a very good C++ knowledge to make changes to the engine anyway.
Do you have any game related coding experience at all?
#8
Those games are very, very simple. Their charm lies in the story and presentation. Essentially, you're looking for the hot click spots on the screen, right? If that's the case, you'd have a lovely background and some clickable areas for interaction.
It seems that many people just right into it thinking their game is going to be spectacularly complicated and need all of these amazing things. Using just TorqueScript, we have a multi-player turn-based game with significant input validation. So far, it validates moves on the client and server, progresses through a few phases per turn and syncs the clients with updated information and the capacity to impose a time limit on each phase or turn. Originally, I was going to do this game in 2D in C++ with a MySQL backend on a dedicated server. The dedicated server was dropped, due to price concerns, but the rest of the game is coming along well with just TorqueScript.
01/07/2008 (7:35 am)
One thing I would caution about the Pro version is that you must be ready to modify the source every time there is a new release of the source code. That's an acceptable price if you're making something complicated or using some extra libraries.Those games are very, very simple. Their charm lies in the story and presentation. Essentially, you're looking for the hot click spots on the screen, right? If that's the case, you'd have a lovely background and some clickable areas for interaction.
It seems that many people just right into it thinking their game is going to be spectacularly complicated and need all of these amazing things. Using just TorqueScript, we have a multi-player turn-based game with significant input validation. So far, it validates moves on the client and server, progresses through a few phases per turn and syncs the clients with updated information and the capacity to impose a time limit on each phase or turn. Originally, I was going to do this game in 2D in C++ with a MySQL backend on a dedicated server. The dedicated server was dropped, due to price concerns, but the rest of the game is coming along well with just TorqueScript.
#9
Unfortunately I have no knowledge in C++ just a very little Javascripting, what I collected in my adrifts through the internet, but I love to do some mappings in my favourite games, but I intend to buy the pro version now because of this feature:
They say easily and I hope they know what they're talking about, after all, the price is really acceptable.
My strong points are graphics and story writing and I think this is essential 4 this seek and find games. I hope you do not find me haughty when I say I will try and make a game, but first I have to work through all those tutorials.
I am afraid I am already infected ;-)
01/07/2008 (10:29 am)
You say, those games are very simple, this sounds very good to me, I already made the FishDemo and finished now the FishGameDemo successful and I am getting more and more feeling how the TGB and this scripting thing works. Unfortunately I have no knowledge in C++ just a very little Javascripting, what I collected in my adrifts through the internet, but I love to do some mappings in my favourite games, but I intend to buy the pro version now because of this feature:
Quote:"Plugin Usage: Use all of the cool stuff that all of the other TGB Pro users are making and contributing to the community. For example, if someone wrote a new text object/class, you could easily incorporate that code into your source."
They say easily and I hope they know what they're talking about, after all, the price is really acceptable.
My strong points are graphics and story writing and I think this is essential 4 this seek and find games. I hope you do not find me haughty when I say I will try and make a game, but first I have to work through all those tutorials.
I am afraid I am already infected ;-)
#10
At the end of the day, the price difference really is nominal between the two. At some point, I'm certain that I'll upgrade to pro, primarily for branding reasons and secondarily for DB connectivity on a future project or as an expansion of this one.
I'm curious though, does the Pro version come with a pre-compiled binary? I've never actually seen TGB Pro, I have just the regular TGE (which comes as source) and the regular TGB (no source).
01/07/2008 (10:41 am)
Those are achievable games. You may need to know some programming to use those plugins, but you should be able to figure it out. At the end of the day, the price difference really is nominal between the two. At some point, I'm certain that I'll upgrade to pro, primarily for branding reasons and secondarily for DB connectivity on a future project or as an expansion of this one.
I'm curious though, does the Pro version come with a pre-compiled binary? I've never actually seen TGB Pro, I have just the regular TGE (which comes as source) and the regular TGB (no source).
#11
01/07/2008 (11:14 am)
Yes, TGB Pro works right out of the box. You don't need to activate it either.
#12
But just a comment to the Plugin Usage bullet point: While what it says is certainly possible, please be aware there isn't really a large amount of "cool" stuff that other TGB Pro users have contributed source code wise to date. At least very little that I am aware of. Most of the community contributions on the Torque Developer Network right now are Torquescript based behaviors which the normal license has complete access to and usage of.
01/07/2008 (12:18 pm)
If product cost is not an issue, then by all means go for the pro version.But just a comment to the Plugin Usage bullet point: While what it says is certainly possible, please be aware there isn't really a large amount of "cool" stuff that other TGB Pro users have contributed source code wise to date. At least very little that I am aware of. Most of the community contributions on the Torque Developer Network right now are Torquescript based behaviors which the normal license has complete access to and usage of.
#13
01/07/2008 (1:50 pm)
Mike is right, a lot of the stuff done in C++ has been added to the engine. I can only think of the A* resource that isn't. Then again if you want to release your game, some C++ changes will be needed for the portals I'm sure (I think I remember Grims Hatchery needed a bunch of changes so the portals would accept it).
#14
08/01/2008 (10:37 pm)
Is the trial version of torque game builder the same version of the torque game builder for sale?
#15
08/01/2008 (10:38 pm)
Oh and where is a torque game builder pro for $60 more than the basic version?
#16
08/02/2008 (10:56 am)
Buying the source version gives you a few benefits if you're selling the game later, most importantly the ability to integrate some sort of registration system to have trial and full versions be the same binary. See eSellerate, Steam for indies or any other such licence system.
Torque Owner Michael Hartlef
About unlocking the trial, I don't know, only that the pro version doesn't need to be unlocked. But you will need to download it. I got to download all versions so far, 1.13, 1.51 and 1.6. Plus MAC versions, if you need them.