The next update
by Jojo · in iTorque 2D · 10/21/2008 (9:43 am) · 70 replies
Hi guys
I am a little bit frustrated. I paid 750 $ for an engine which i can not work with. I must copy that code in this file and rename this order and .... . This is not a nice workflow.This is a cheek to pay 750 $ for the engine (1 Frame per second on the iPhone)!!!! It is very friendly that Michael Perry spend his freetime for us. But why is garagegames not hire more people to work for iTGB? Some of us have a time schedule for their project. And with this engine you can not plan. Please tell us when the update will come, we are all waiting for.
Thanks to all people who are working hard on iTGB.
Greetings
Jojo
I am a little bit frustrated. I paid 750 $ for an engine which i can not work with. I must copy that code in this file and rename this order and .... . This is not a nice workflow.This is a cheek to pay 750 $ for the engine (1 Frame per second on the iPhone)!!!! It is very friendly that Michael Perry spend his freetime for us. But why is garagegames not hire more people to work for iTGB? Some of us have a time schedule for their project. And with this engine you can not plan. Please tell us when the update will come, we are all waiting for.
Thanks to all people who are working hard on iTGB.
Greetings
Jojo
#42
I disagree with most of your statements about Unity features and performance on iPhone. I am saying that in my experience on the iPhone, Unity is pretty hot. I like it a lot, for a number of reasons which are too lengthy to list here. I'm not going to respond to every point since it's your job to promote Torque, after all.
If you, or anyone want my honest opinion and experience, or have any specific questions about how Unity on iphone is working then just drop me an email. I have answers to all Brett's points, including the source code question. Source is an issue, but not a make or break as Brett paints it to be. Brett feel free to email me as well. I don't want to start comparing feature by feature here.
I am not comparing Torque to Unity for Windows or Mac OS or some broad sweep like that. I have no idea about that. I don't CARE how many people voted for Torque as best "AAA" game engine- that doesn't sway me one bit on the iphone.
I am very focused on the iphone now. I put my previous TGB desktop game dev on hold and I've spent most of 2008 spare time (I have a day job and a family) getting up to speed on the iphone, learning CocoaTouch, Objective-C, and really getting to know the technology. I started writing my game in straight Objective-C w/ CocoaTouch. I came back to Torque when I saw the iTGB announcement. I thought, OK I'll rewrite it in iTGB and treat my ObjC work as a prototype. You might be asking why I didn't glue my Objective-C work into the iTGB source. I think that would only have been possible if I were one of the Torque engineers, or I were a wizard at C++ with a penchant for decoding gnarly old code, and I decided it would be much faster to just rewrite.
I was a huge fan of Torque - TGB in particular, and, somehow was even a GG Associate, um, that was... before I downloaded iTGB 1.0.
re: setting expectations, yes it's a huge point, and on the iTorque and iTGB product pages, maybe you should add a link to your Blog. Seriously.
[edit: to clarify my last point; I had read your blog and read all the warnings but did not heed them. I shudder to think that some people are going to buy iTGB without reading your blog first]
11/03/2008 (4:54 pm)
@Brett, well OK since you asked. I thought Michael called me onto the rug already. By the way, I am assuming everyone in here has paid for iTGB and kicked the tires already (this is a private forum) I disagree with most of your statements about Unity features and performance on iPhone. I am saying that in my experience on the iPhone, Unity is pretty hot. I like it a lot, for a number of reasons which are too lengthy to list here. I'm not going to respond to every point since it's your job to promote Torque, after all.
If you, or anyone want my honest opinion and experience, or have any specific questions about how Unity on iphone is working then just drop me an email. I have answers to all Brett's points, including the source code question. Source is an issue, but not a make or break as Brett paints it to be. Brett feel free to email me as well. I don't want to start comparing feature by feature here.
I am not comparing Torque to Unity for Windows or Mac OS or some broad sweep like that. I have no idea about that. I don't CARE how many people voted for Torque as best "AAA" game engine- that doesn't sway me one bit on the iphone.
I am very focused on the iphone now. I put my previous TGB desktop game dev on hold and I've spent most of 2008 spare time (I have a day job and a family) getting up to speed on the iphone, learning CocoaTouch, Objective-C, and really getting to know the technology. I started writing my game in straight Objective-C w/ CocoaTouch. I came back to Torque when I saw the iTGB announcement. I thought, OK I'll rewrite it in iTGB and treat my ObjC work as a prototype. You might be asking why I didn't glue my Objective-C work into the iTGB source. I think that would only have been possible if I were one of the Torque engineers, or I were a wizard at C++ with a penchant for decoding gnarly old code, and I decided it would be much faster to just rewrite.
I was a huge fan of Torque - TGB in particular, and, somehow was even a GG Associate, um, that was... before I downloaded iTGB 1.0.
re: setting expectations, yes it's a huge point, and on the iTorque and iTGB product pages, maybe you should add a link to your Blog. Seriously.
[edit: to clarify my last point; I had read your blog and read all the warnings but did not heed them. I shudder to think that some people are going to buy iTGB without reading your blog first]
#43
I'm not interested in your opinions about other engines. Take it to another forum. You are wasting my time making me read this crap when I'm looking at this thread for useful information about the next iTGB update.
Seriously, this thread is filling up with essays and opinions that are of absolutely no use to me, and it's making it harder to find useful stuff. Stop it please. I am taking the time to answer people's technical questions and solve problems in this forum. I will stop doing that if you people keep wasting my time and cluttering this forum with rubbish.
11/03/2008 (8:16 pm)
Can you Unity users all please STFU about Unity. This is an iTGB forum and a thread about the next iTGB release.I'm not interested in your opinions about other engines. Take it to another forum. You are wasting my time making me read this crap when I'm looking at this thread for useful information about the next iTGB update.
Seriously, this thread is filling up with essays and opinions that are of absolutely no use to me, and it's making it harder to find useful stuff. Stop it please. I am taking the time to answer people's technical questions and solve problems in this forum. I will stop doing that if you people keep wasting my time and cluttering this forum with rubbish.
#44
11/03/2008 (9:01 pm)
@Conor, alright I am sorry for the noise.
#45
To summarize *some* of the critical information made on topic:
- The relevant suggestions and criticism in this thread are being filtered to the iTGB developers
- The next update, which does not have a hard release date yet, will contain updates that improve the script system's speed
- PVRTC technical details were discussed (very good read, do a search in this thread). This too will be included in an update.
- Improvements will be made to the visual editors to further improve the usability, such as a delete/rebuild all .DSO files.
- New docs will accompany each release, starting with tutorials then moving into engine overview
There are a few other good points too, so reading through this thread isn't a complete waste. Let's move past the rants.
11/03/2008 (9:40 pm)
@Conor - I think that is an appropriate post to end this line of discussion. I do encourage new readers or those who have been out of the loop, to search through the thread. It should be easy to spot and avoid the rants =)To summarize *some* of the critical information made on topic:
- The relevant suggestions and criticism in this thread are being filtered to the iTGB developers
- The next update, which does not have a hard release date yet, will contain updates that improve the script system's speed
- PVRTC technical details were discussed (very good read, do a search in this thread). This too will be included in an update.
- Improvements will be made to the visual editors to further improve the usability, such as a delete/rebuild all .DSO files.
- New docs will accompany each release, starting with tutorials then moving into engine overview
There are a few other good points too, so reading through this thread isn't a complete waste. Let's move past the rants.
#46
Have you got any news from the iTGB update?
Thanks in advance!
11/13/2008 (7:06 am)
Hello Michael,Have you got any news from the iTGB update?
Thanks in advance!
#47
11/13/2008 (1:15 pm)
@Jozsef - I've received a couple of e-mails over the past few days talking about how integration is going with certain modules. I don't have enough information to formulate a release date yet, but I'm learning some interesting things about the speed increase gained by PVRTC usage and script modification.
#48
11/14/2008 (7:50 pm)
Great news :)
#49
11/17/2008 (12:06 pm)
Thanks Michael!
#50
11/27/2008 (9:04 pm)
Two weeks now with no comments from anyone at GG. I expect better communication than this. I am very close to asking for a complete refund for this product.
#51
As the guys have stated, there will be news when they have it. It would be pretty irresponsible of them to release updates which haven't been properly tested or underdeveloped.
11/27/2008 (10:08 pm)
Conor, how close to completion are you? If you are really close (within a few weeks), then you should contact someone directly. They might be able to help out.As the guys have stated, there will be news when they have it. It would be pretty irresponsible of them to release updates which haven't been properly tested or underdeveloped.
#52
A new build was delivered to me this week. I will be taking a look at it and writing docs throughout the weekend.
If you require more information than that, Phillip's suggestion is actually a good idea.
11/27/2008 (10:55 pm)
It's a holiday. I shouldn't even be on the computer, let alone responding to an issue I've already addressed.A new build was delivered to me this week. I will be taking a look at it and writing docs throughout the weekend.
If you require more information than that, Phillip's suggestion is actually a good idea.
#53
Nobody from GG is answering these important questions on the forum:
http://www.garagegames.com/mg/forums/result.thread.php?qt=80613
http://www.garagegames.com/mg/forums/result.thread.php?qt=81026
http://www.garagegames.com/mg/forums/result.thread.php?qt=80099
11/27/2008 (11:14 pm)
I am constantly a few weeks from release. My game is basically content complete but unplayable due to the poor framerate. I don't have the programming skills to re-write it in C, nor can I spare the expense to have someone else do it for me. I am dependent on this next update, and I cannot tell my employer when my game will be complete.Nobody from GG is answering these important questions on the forum:
http://www.garagegames.com/mg/forums/result.thread.php?qt=80613
http://www.garagegames.com/mg/forums/result.thread.php?qt=81026
http://www.garagegames.com/mg/forums/result.thread.php?qt=80099
#54
The communication is flowing the best it can. Again, if you need more than was has been offered it will require private discussion.
11/27/2008 (11:51 pm)
@Conor - The iTGB developers are answering the questions. We've mentioned before that Paul Foster and his team are leading the project.The communication is flowing the best it can. Again, if you need more than was has been offered it will require private discussion.
#55
11/28/2008 (12:32 am)
Remember guys, if for whatever reason you're not getting the answers you need here in the forums, you can always email the iTorque team directly. Quoting my previous post on this subject:Quote:
We now have a support address for iTorque technical questions if you're getting stuck here in the forums.
itorque@garagegames.com
This address should be used for iTorque specific questions only, not stuff that relates to TGB directly (address those questions in the general TGB forums please or email support@garagegames.com if you're not getting an answer there.
Please follow these general guidelines if you're having problems iTorque specific problems....
1. Search the forums for an answer first. Yes I realize that our search does suck right now. Our new site can't get here fast enough, but in the meantime, there isn't too much to have to dig through if the search doesn't come through for you.
2. Post in these forums. This is the fastest way to get your question answered and the best way to have the answer shared with the rest of the community.
3. If the forums don't answer you questions within a day or two, email itorque@garagegames.com and be prepared to cite your forum post as reference. Emails to this address should receive answers promptly (a day or two at most during the week).
#56
Regards,
Jozsef Trencsenyi
CEO
Artex Studios, Inc.
www.CasualGameStore.com
12/17/2008 (8:15 am)
Have you got any Christmas gift for us? ;)Regards,
Jozsef Trencsenyi
CEO
Artex Studios, Inc.
www.CasualGameStore.com
#57
I also put up a list of documentation articles I'm pushing out in this next release, but I won't let that delay it. The articles will start on TDN and then be ported.
The last thing to check are any usability features that should be added. To tell you the truth, I start my vacation next Monday and I want to be done with everything before I go. I got the majority of my TorqueX and TGEA docs out, and I'd like to help get iTGB pushed out ASAP. That way I can do a new cycle of doc updates to TX, TGEA, and iTGB when I get back.
Transparent enough?
Stay tuned...
12/17/2008 (8:41 am)
I think we are running our latest build today to see if there are any bugs left. The script enhancements have worked pretty well for some of our testers.I also put up a list of documentation articles I'm pushing out in this next release, but I won't let that delay it. The articles will start on TDN and then be ported.
The last thing to check are any usability features that should be added. To tell you the truth, I start my vacation next Monday and I want to be done with everything before I go. I got the majority of my TorqueX and TGEA docs out, and I'd like to help get iTGB pushed out ASAP. That way I can do a new cycle of doc updates to TX, TGEA, and iTGB when I get back.
Transparent enough?
Stay tuned...
#58
Thanks for the hard work.
12/17/2008 (8:53 am)
You didn't say where you take your vacation , but other then that it's pretty transparent :)Thanks for the hard work.
#59
I'll be back in South Carolina to visit my family. Spend part of my time in Greenville and another bit in Travelers Rest. Should be nice this time of year, and I can get away from the damn snow and ice here in Eugene.
Although I'll probably be making 2 iTGB apps while I'm there. One of which I've already started two threads about:
- Plan
- Proof of Concept
12/17/2008 (9:00 am)
That's fair =)I'll be back in South Carolina to visit my family. Spend part of my time in Greenville and another bit in Travelers Rest. Should be nice this time of year, and I can get away from the damn snow and ice here in Eugene.
Although I'll probably be making 2 iTGB apps while I'm there. One of which I've already started two threads about:
- Plan
- Proof of Concept
#60
12/17/2008 (9:11 am)
Looks like a fun app. let me know if you need ad-hoc testers.
Torque 3D Owner Mat Valadez
Default Studio Name
You can't do it on a mac however, but the upside is it's the real deal, your game is running normally, just sending info to and from a PC with Torsion.
Also, you shouldn't have to recompile all of iTGB whenever you make changes, nad certainly not for adding components (script-code conversions). That just requires that you add a couple of new files to your project, compile them and link it all together