Game Development Community

iTorque Pubishing help

by Gonzalo Girault · in Torque Game Builder · 07/06/2009 (4:23 pm) · 18 replies

If I develop a game with iTorque, hoe do I publish ti on Apples iStore?, do I need the iPhone SDK and iTorque or will iTorque be enough to develop and sell games?

Thank you

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#1
07/06/2009 (4:31 pm)
You need to be a member of the iPhone Developer Program which costs $100 to create any app for it.
#2
07/06/2009 (7:00 pm)
@Tyler - Correct.

The license fee to become an iPhone developer is a year long subscription. With the iPhone Developer Program, you can create an unlimited number of iPhone apps for a year. With an iTorque license, you can create an unlimited amount of apps without a time frame.
#3
07/07/2009 (11:18 am)
so I need both, to be a member of the iPhone developers program and have iTorque?
#4
07/07/2009 (11:30 am)
To use iTorque and deploy to the App Store, yes. You also need an Intel Mac.
#5
07/07/2009 (12:06 pm)
And you need TGB Pro. So basically this is the cost:

TGB Pro - $150
iTorque - $500
iPDP - $100
Total - $750

And if you don't have an Intel Mac:

Cheapest Intel Mac (Mac Mini) - $600
New Total - $1350

So now I want to ask GG something... Is it worth it? Would someone get enough money back if they made an app? I know it depends on what is made, and what it costs... But do you think it is worth it?
#6
07/07/2009 (12:36 pm)
I think it is worth it. Depending on the quality of the apps and how much you are putting out, I think it is feasible to recoup the cost of the software before your iPhone dev license runs out.

Making up the cost of the hardware is tough, since there are varying models you could go with.

Additionally, completing and publishing games looks very good on a resume. Experience and credit like that could help you get a higher paying job (if that is your goal), which pays for it all in my opinion.
#7
07/07/2009 (12:42 pm)
AND you only need to buy iTorque, and TGB Pro once... But I just wanted to know if a simple game would get more then a few hundred dollars...
#8
07/07/2009 (1:55 pm)
I don't think you're going to find a definitive answer to that question. A lot of it depends on how good the game is, how long it stays in the best seller list, marketing, and luck. At the top end, app store games have made >50k and at the bottom end people have reported good games made by talented people and with good art selling less than a few hundred copies. There isn't much information about the average game out there so I don't know which category most games fall into.
#9
07/07/2009 (7:58 pm)
wow I guess I missed something lol.. The last thing I had seen about iTGB and iTGE were that they were going to cost on a per-game basis. I looked over the landing and icense and didn't see that anywhere. Did it get canned prior to release or sometime after release? I remember that was a big issue back when everyone was talking about it.

I also wondered how the app-a-day guy would be able to afford it if he used iTorque more than a few times. I guess this explains it lol.. nice.
#10
07/08/2009 (7:56 am)
They removed the per-release fee a long time ago. I think they've decided once and for all to make all their engines friendly in that respect.

Sales depend on five things:
1.Luck (this is #1, due to the way the AppStore works)
2.Marketing (getting it on TouchArcade helps quite a bit, sometimes)
3.Luck (because the AppStore is a mess)
4.Quality (low, because we know what an ungrateful lot the consumers are)
5.Luck (because no two devices show the same top 10 lists in my house)

Is it worth it? Not if you're the sort of guy who went and bought the cheapest possible Mac with dreams of making millions on the AppStore, only to find out he hates the OS, the hardware and developing for it. Stay away if you suspect you're going to hate it.

If you don't mind OS X, ObjC, Xcode and Apple hardware in general, go ahead. It'll look good on your resume if you've actually released *any* software for a mobile device.
#11
07/08/2009 (8:48 am)
wow!!! I guess il stick to developing games for PC for now...

thanks a lot!
#12
07/08/2009 (10:05 pm)
@Ronny

You sound like one of those PC fanboys that will try to attack Apple in any way possible... No offense, but it doesn't seem like you know anything about Macs... You don't need to know Obj-C, or how to use the OS, or even like the hardware to develop on a Mac. That's what makes them so cool, you can make everything on your PC, then transfer over to your Mac, make the minor edits for the iTGB, and then send it out!

@Gonzalo

Continue working on your iTGB game. There is a large difference between the Apple products. He is just using the words "Apple hardware in general" to try and tell you that you won't like it.

You can develop your entire game on your PC, and then transfer it to your Mac and compile it... You don't need to buy a very powerful Mac and make your entire game on it. Remember that TGB is cross-platform!
#13
07/08/2009 (10:15 pm)
Tyler, I'm not a PC fanboy. I'm a Mac user! Where do you get the idea that I don't know anything about Macs?!

I strongly recommend people learn at least a little ObjC, because not every feature is in iTorque at the moment. Be better prepared if you need to implement a feature of your own.

I have seen posters here who decided they HATE Macs, and I think that sort of people should avoid using the systems if they don't like it. You have to make sure you'll really enjoy using the system before shelling out.

Indie development: Don't do it if you're not having fun!
#14
07/09/2009 (10:55 am)
Sorry, it's just I've heard so many people say "To use a Mac you need to know Unix and other stuff you will never need" and it sounded like when you said...

Quote:If you don't mind OS X, ObjC, Xcode and Apple hardware in general, go ahead.

... that you needed to know the entire operating system, ObjC, Xcode, and Apple.
#15
07/13/2009 (7:34 am)
For iPhone development, knowing those things will definitely not hurt. I don't mind XCode as an IDE, but I really, really don't like Interface Builder's workflow.

I find fanboi's annoying regardless of what they are fans of; except Shin Megami Tensei. Because I'm a MegaTen fanboi.
#16
07/14/2009 (1:20 am)
I've been using Interface Builder a bit lately, and I find that each release of Xcode has improved it. For instance, when I modify some source file now, I no longer have to reload anything in IB! Miles ahead of just a year ago :)
#17
07/14/2009 (6:20 am)
I just hate that the IB interface has been cobbled together from different workflows. You're right, though. It is definitely getting better. So much better than it was a few years ago when I was using it! I get less annoyed when using it.

As a base IDE, though, I quite like XCode. It opening a window every time I do anything makes it easy to get lost in the windows, but that's minor.

I think anyone can find workflow faults with any IDE, though. I prefer VS to most, but I've also used Eclipse so much for so long that it almost feels second nature to me.
#18
07/14/2009 (12:49 pm)
I've got Xcode working with source+compilation all in one window. Debugging opens a new window. I think the defaults might have been a window for every source file you wanted to look at, but it's been ages (and several computer transfers) since my settings were on defaults :)

I'm happy with the basics I get there - highlighting, choice of fonts and API reference is really all I need (and the latter isn't always enough, so I end up searching the web/book collection anyway). I'd use Smultron alone if it had a compilation function and GDB integration.

I was even a NetBeans user once.