Game Development Community

XNA, Creators Club, XBox LIVE Market Place and Torque-X

by Michael Cortez · in Torque Game Engine · 05/29/2008 (5:31 pm) · 7 replies

I would just like to clarify some licensing issues in regards to Torque-X and the future of XNA / Creators Club products. In the Creators Club FAQ it indicates that when the Market Place Community Games system leaves beta, and opens to the public (all X-Box Live users) that it will be possible to sell XNA based games via the X-Box Live Marketplace.

What, if any, licenses do I need to purchase from Garage Games to be able to develop an XNA based game utilizing the Torque-X engine and release it for commercial sale as an Indy developer on the Community Games section of the X-Box Live Marketplace?

At the moment, from my understanding, the following is needed for my team:
* A copy of Torque X Pro (Indy) for each developer that needs access to the source code of the Torque X game engine.

* A copy of Torque X Builder (Indy) for each developer that needs access to WYSIWYG style editors

* No licenses are needed for developers, Q/A personnel, artists and other team member who may have access to our source code, game artifacts and such, but who do not need access to the Torque X Pro game engine source code, or the Torque X Builder tools.


OR

Will the commercial nature of the Creators Club, Community release later this year, require that we purchase Torque 360 licenses?

Thanks,
--
Michael

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#1
05/29/2008 (9:40 pm)
My small input...
Torque 360 is not suitable for developing XNA Creators Club games, it does not use XNA. Therefore you should not need a license.
#2
05/30/2008 (6:33 am)
James answered it.

In reality, you do not even need TX Pro if you do not need to change the underlying engine source. You can use the binary version of TX. And if you are really hard up for cash, you do not need TXB...though I have a hard time imagining not using it since I've been so spoiled by it.

But you pretty much nailed it. You only need licenses for the people who have access to the Pro C# code or use of the Builder product.
#3
05/30/2008 (10:51 am)
Excellent.

Just wanted to make sure that we could proceed with Indy licenses of TX Pro and TXB, and not have any surprises if we progress to actually getting a commercial game published through Creators Club / X-Box Live Marketplace later this year.
#4
05/30/2008 (11:48 am)
Not unless you're lucky enough to hit the magical $250,000 mark! I hope you do, not just because we would get sweet upgrade dollars to the commercial license...but because you're have a successful game on your hands!
#5
12/18/2008 (11:55 pm)
I hope this post is relevant to this thread: this is not a purely speculative question, I'm quite confident this could really happen: what if a game developed by TX + TXB is so good it would do better on XBLA, meet all the TCR, pass the certification process? Is this still OK, or do I need a separate Torque 360 license now?

I'm sorry if this is answered elsewhere clearly, I'm not aware of it.

Thank you garagegames team for the great tools and a very nice and responsive community.
#6
12/19/2008 (1:21 pm)
Davey Jackson has answered this in his blog about the licensing. That's the best place to find answers to TX and XBL questions.
#7
12/19/2008 (1:46 pm)
Thank you for your quick answer. I will check this out.