Game Development Community

Is the guide completely useless or is it just 1.4?

by James fletcher · in iTorque 2D · 07/17/2010 (5:58 am) · 6 replies

Ok so here is the deal.
I have used xcode and have already created several apps.
So, im not a complete noob. I'm just new to t2d for iphone.
My last adventure was with Unity and getting the app built and deployed was pretty straight forward.

I didn't wanna just dive in so i took the advice of others and started with the guide and was ready to go step by step.

..... RIght out the gate it explained the hierarchy of the folders and had me use the shooter demo.
THE SHOOTER THAT DOESNT EXSIST! Nice!

So I thought i would just use one of the other samples in the my projects folder.
Great it opened, f5 played it so, i hit open xcode project as directed. Not the directions here, in short, said the simulator was easy and gave no real detail.
So i set target to simulator (which i am familiar with as i had an ipad app out for release and was forced to only use the simulator for 2 months)

What do i get .. only about 4,000 warning and 20 some erros

Gotta say im really not to impressed here, especially after the ease of the TGB demo and the upsell of "natively import apps from TGB"
Heck I didnt even try to "natively import" anything yet. Just use a sample. The samples arent eveb working... Does torque test this stuff before releasing it? The documentation is incorrect since stuff doesnt even exsist and the demos dont load. I cant imagine trying to start from scratch. SInce the best advice is read the guide and use the tutorials.

I'm sure ill get through this and figure it out, but diving in on 1.4 seems to be a nightmare.

Is it just me, or is 1.4 seriously broken?

#1
07/17/2010 (6:47 am)
No it's not just 1.4, the documentation is poor for all versions as far as I can tell. I purchased 1.3.1 back in March, and I'm still using that version for now. All I can say is that the engine itself does work well, but the docs are poor and there are some bugs. In the beginning I spent about 2 weeks just working my way through the bugs, and finding workarounds, and I was able to figure it out just reading through the forums. If you search for a specific problem, you'll usually find a workaround.

When I started with 1.3.1, I felt the same way... nightmare! But, once you get into it and know the workarounds it's not that bad. You'll definitely need to use the forums though, because I don't think it's possible to just buy the code, read the docs, and develop a game on your own. Sad, but true I'm afraid.

Feel free to post any questions. We have a good community here.

#2
07/17/2010 (1:14 pm)
Yeah, I think we must be having similar experiences.
i can tell it is a great tool, It just seems very "beta" still.
I fired it up around 9am yesterday and called it a day about 13 hours later.
It would be nice to at least start a tutorial by then.

The thing that really bothers me is just how simple they make it sound. I can see why they have a demo of TGB and not one for the iphone version lol.

THe documentation i so extensive too. Just seems like someone put a lot of hard work into all that for almost Pretty much nothing by the next version.

I would be so happy to be able to just fire up a demo.
#3
07/17/2010 (3:31 pm)
@James - Please see my thread concerning the release build of iT2D 2009 (1.4) here.

You will see that this issue is now being addressed by the product's producer. Believe me when I say I understand your frustration. In fact, there are many others who share your sentiments. Some, of course, have been more brash with their feedback (I won't mention any names --> ME <--) but it got the attention of the right people.

As far as the documentation goes, the bulk of it was ported over from TGB and then modified over time. This has resulted in a mix of both helpful and irrelevant information, just adding to the confusion for a new user. Perhaps, a better approach would have been to simply create an iDevice-specific documentation repository and provide links to the TGB docs for basic editor use. In other words, have the iDevice docs only focus on what's different in the editor and how it functions with XCode.

Regarding the engine itself and the issues you are experiencing, it is a simple oversight that is wreaking havoc on our use of the tool. The IA team had failed to upgrade their XCode IDEs and the associated iOS SDK to the latest version required by Apple. This, I know, is being tackled as we speak.

Hang in there.
#4
07/17/2010 (4:04 pm)
@James - As Brian mentioned and linked to his post, the team is aware of the issue now and working on it as we speak.
#5
07/17/2010 (4:27 pm)
I had tinkered around with setting different sdk targets in xcode. That issue doesnt seem to be exclusive to torque by any means.
I had found that thread about setting the wrong base SDK but i was not even aware that torque set a base SDK.
That was the other part i found confusing. I couldn't find how to create an xcode project. the tutorial stuff seems to already have pre- created xcode projects and the editor just open them. Yet it runs the tutorial as if you are creating a fresh xcode project. After some searching i dont seem to be alone on that confusion either.

In reality i really dont need to see anything in the iSim anyways at this point as im a long ways from having a project of my own with torque.
I was just following the guide and it seemed to want me to jump right into running the Sim in xcode.
I assumed that part would be the easy part lol

well, ill just hold off and dive more into the editor for now.

thanks for the responses
#6
07/17/2010 (4:40 pm)
@James - The reasoning behind the push to get you into XCode right away is to get you used to the idea of testing all of your code on the device itself, as opposed to the Simulator or via the T2D game executable itself. Specifically, this is because your app can have considerably different performance on the actual device. For example, certain physics-based actions, while performing flawlessly in the Simulator or T2D, will crawl to a halt on a device.

Just continue as you planned to by working on the basic design of your app within the editor. The solution will present itself soon enough.