Game Development Community

Tgb -> Itgb

by Jason Ravencroft · in General Discussion · 12/08/2008 (11:59 am) · 6 replies

Currently, I'm about half-way through a project in TGB and wish to port it to the iPhone. We're already linked into the Apple Store, so that part is done. What we need to do next is move it to iTGB, but I'm curious as to how many people have done this and if any iTGB games are in the Apple Store. Also, if anybody has experience with this path, how much trouble was porting the game to you and your team?

#1
12/08/2008 (12:03 pm)
@Jason - I believe we currently have one iTGB game in the store, with a few more coming soon. I'm working directly with one TGB developer (not a GG employee) who is porting his game. I can tell you what's currently involved from a technical perspective, but the actual experience may best be left up to existing users.

I was involved with porting TGB's Behavior Shooter to the iPhone, if you are interested in hearing about that.
#2
12/08/2008 (12:12 pm)
Any information about the porting would be really appreciated. Just things like how much TorqueScript was used, bugs, moving to a 480x320 screen, etc. The actual game has been retooled to work in a 480x320 in TGB, but I did have to use some filler panels around the edges since that's below TGB's desired resolutions. I'm assuming that iTGB has no issues with that since it's designed for the iPhone. Also, there are little concerns with iPhone compatibility for incoming calls, messages, etc which must be addressed and confirmed by Apple prior to the application being made available on the store.
#3
12/08/2008 (1:01 pm)
@Jason - A lot of conversion comes down to optimization, which can be different on case by case basis.

TorqueScript Usage
iTGB will ship with two versions of BehaviorShooter: Standard and _Components. BehaviorShooter_Components exists solely to demonstrate how to convert behaviors into C code to gain a performance boost. The next iTGB update will include a major update to the script system to provide a speed boost as well.

Resolution
iTGB does ship with an engine/script change that allows you to edit and test your game in 480x320 and 320x480 resolutions.

Compression
The next iTGB update will also include a tool that allows you to compress your existing textures to PVRTC format, which greatly helps with video and texture memory. If you are designing your game with future porting in mind, make sure your textures are powers of two, and already fit your desired resolution.

Incoming Messages
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#4
12/08/2008 (1:21 pm)
Thanks.

The TorqueScript will work, won't it? I'm not super worried about optimization, because it's a fairly simple game and getting it to work on that platform quickly is a priority and some optimization is to be expected anyway. Also, thanks for the heads up on the graphics, we're already working with the powers of two guidelines, so we're squared away there.

Right now, the prototyping is being done in TGB with a target platform of the iPhone, so the art is already scaled to that.

Thanks for taking the time to answer these questions, I really appreciate it. I'll be on vacation over the holidays and hope to wrap up the coding by then and then get started on the port.
#5
12/08/2008 (1:33 pm)
TorqueScript does work, and will be even faster in the near future. Keep me updated on your project, as I like to keep track for both TGB and iTGB. Feel free to e-mail me when you port your game, as I want to know how the experience is for you.

Good luck and enjoy the holidays!
#6
01/12/2009 (7:23 pm)
TGB has been fine, and I just ordered my MacBook (2.4Ghz) for doing the port, but it looks an awful lot like I'll just go with Unity for a number of reasons. That'll be a bit of work to retool it, but it's not that big of a deal.