iTorque 2D 1.4 (Release Candidate Now Available!)
by Michael Perry · in iTorque 2D · 05/10/2010 (9:57 am) · 118 replies

UPDATE: iT2D 1.4 Release Candidate IS READY FOR DOWNLOAD
UPDATE: iT2D 1.4 Beta 2 Change log(click link for change log)
Instructions:
1. Download from your account. Windows uses zip, OS X uses .tgz2. Delete your existing iTorque 2D directory. You can keep your projects, but do not have two different versions of the engine installed.
3. Clear your user app data. For example:
Windows Vista/7: C:UsersMichAppDataRoamingGarageGames
OS X: Users/Mich/Library/Application Support/GarageGames
This new version of iTorque 2D uses different settings and functions. You do not want to be calling the old editor settings.
4. When creating a new project or running an existing one, check to make sure the binary exists. For example, iPhoneExample/projectFiles/ITorque2dGame.app exists. If iPhoneiPodExample does not have the ITorque2dGame.app, copy that over. In the next beta release we will make sure this all exists.
5. When reporting bugs, make sure you use our standard. This makes it easier for our QA team to confirm, log, and report what you find.
Bug Report Instructions
Example Bug Report
================================================================================
================================================================================
New Features
- Four new example projects
- Visual level datablocks editor
- Robust UIKit Support (iPhoneUIExample)
- Media Core support for movies and playing music from device library (iPhoneiPodExample)
- GPS Location (iPhoneLocationExample)
- Storekit Integration (iPhoneStoreKitExample)
- Social networking "manager", which allows for easy integration of 3rd party tech like OpenFeint
- New iDevice Settings section in editor, allows for toggling resolutions between iPhone, iPad, landscape, and portrait
- New iDevice Feature Builder, allows you to pick and choose what OS Features you want enabled for your app: MultiTouch, Location, P2P networking, StoreKit, and so on
Changes and Improvements
- Cleaned and updated iPhoneExample project to utilize new features and improved Xcode project
- Updated documentation
- Level Datablocks now managed through editor interface
- The 100x75 camera resolution is no longer default. Developer is expected to carefully manage device resolution settings along with iT2D camera editor.
- Updated setScreenMode bug based on Sven's instructions. Works for me now.
- Adding missing XCode projects
- Fixing iPad resolution on main.cs
- Adding Fixes for a proper resolution changing setup
- Adding proper XCode projects for each of the examples
- iTorque app no longer kills music that was playing before launch
- CADisplayLink optimisation support
- $pref::iPhone:: is now $pref::iDevice
Known Issues
- It appears some of the project executables were stripped during the packaging. Will update the beta with these shortly. For now you can copy the iTorque2DGame.app from the iPhoneExample and use that in each projectFiles directory for the apps. Sorry, about that.
- Arrows in certain projects do not cause ship to move (iPhoneExample). Script calls still work, most likely a compiler flag issue.
- Occasional resolution bugs when toggling between iPad and iPhone. This mainly applies when you are switching device resolutions on examples made for the iPhone. Be very careful when changing the camera resolution, as 100x75 is no longer the default and 1:1.
- Auto-rotate not implemented yet
- No iPad example yet
- Docs not fully updated
- Examples not fully polished
- Delete button on the editor does not properly remove the items. Clicking around suddenly pops all the removed ones back
(The following list was ripped straight from our subversion change log. Some information is repeated)
Repo Change Log
Features:- Adding proper location example
- Adding media player example
- Allow audio to be used alongside the iphone iPod
- Adding iPod Music Player support
- Adding XCode Build controller scripts, this pushes out a little config that XCode uses to determine included code/frameworks
- Adding level datablocks editor
- Adding UIKit example
- Adding Location Manager Example
- Adding iPhone Social network manager, for easy access to the third party social tools around.
- Adding light Store Kit wrapper for the engine to be able to use in-app purchases (see the game.cs test functions for now, will be moved out)
- IPad and Resolution change support for iTorque. ( common/scripts/canvas.cs and common/scripts/properties.cs )
- New project settings will allow per device/project configurations that are reusable.
- New iDevice settings/iDevice tools inside tgb/tools/levelEditor/scripts/forms/sideBar/iDeviceTools
- Updated setScreenMode bug based on Sven's instructions. Works for me now.
- Adding missing XCode projects
- Fixing iPad resolution on main.cs
- Adding Fixes for a proper resolution changing setup
- Adding proper XCode projects for each of the examples
- Adding missing source files.
- Behaviour directory changed: game/behaviors to game/scripts/behaviors
- removing redundant files
- Adding extra output
- removing silly prov profile
- Full moon fullscreen fix
- Executable updates
- redundant builds
- Executable updates
- Executable updates
- Parity fixes
- Updating to latest project structure
- Out of the box fixes
- Removing mess
- Updating OSX Build Files
- Fixing prov profile remains
- Fixing missing files
- adding missing files
- updating to 1.4 working
- Removing extra files
- removing debug executable
- updating the files in the samples
- Back merging all changes across examples
- Fix resolution issues
- Fix issues with the common Project::game thing
- Adding missing files
- Updating executable name
- Updating LDFlags to be the right output
- adding missing file
- Misc fixes
- removing junk
- making a bit brighter
- Parity fixes, getting projects working out of the box
- Adding mac version
- Removing extra data
- Making a bit brighter
- UsesPhysics
- Fixing defaults to be set to use music player in build settings
- Rebuild
- Fixing resolution settings
- Adding fix for missing defines in project
- Adding shields for build features
- Adding features/fixes/new canvas stuff
- adding minor fixes
- Removing old projectBuilder stuff
- Fixing stupidity on datablock editor
- Updating all behaviours paths
- Adding minor fixes spotted along the way
- adding new build features specifier file
- Fixing executable crash on startup
- Fix crash on application startup on device (CADisplayLink path didnt return true)
- Removing garbage stuff for replacement
- Updating project to be correct versioning
- Fixing the button icon, fixing naming
- Spotted some spelling issues.
- Making the window less lame.
- Fixing new changes not merged
- Fixing new changes not merged
- Fixing setStatusBarType
- Fixing issues with project examples files
- Updating for brevity
- Update directory
- Fixing issues with the template projects
- adding initial working version of the iPhoneUIExample project, proper project will replace this
- Fixing the issues with the resolutions and the common configs in the example. Should work according to its intention now.
- updating out of date code. the file was wrong on local copy
- Removing old iPhone tools for new device tools
- tgb/common/gameScripts/options.cs removing legacy code from PUAP
- fixing a bug in the game/main.cs that used wrong Game::defaultScene?
- Removing iphoneTools as its now any iDevice/
- Removing old iPhone tools for new device tools
================================================================================
Greetings iTorque 2D developers. As mentioned in our IRC Hour: Special Edition, we have a release plan for v1.4. In the past, we have not fully utilized our bug tracking system or solidified a proper release plan. That's changing (rejoice!) Here are our estimates:
- Week of May 10th: Beta
- Week of May 17th: Official QA
- Week of May 24th: Release (pending QA approval)
Note that I am using "week of" estimates, rather than solid dates. Why? As we speak (5/10), we are finalizing our code commits for a release. Because the release process for iTorque has been vague and inconsistent, I feel the need to cover that real quick. Let's review a few release terms:
- Pre-Alpha: Work has started, nothing is stable, only useful for following code reviews and progression. No official testing process outside of developers.
- Alpha: Testing and feature reviews can start. Core usability starts to solidify and modifications are based around that. Not yet feature complete, but getting there. Internal testing only, with the expectations that work flow and deployment is unstable.
- Beta: First public access. Feature complete. Core work flow and usability are working, which means you can test features and deploy to device. Known issues are posted, bugs are expected, and the community can start posting bugs they run into.
- QA Pass: Running builds through QA can be sporadic, depending on the project's development. For 1.4, QA starts after internal testing and community testing. This should provide a nice collection of bugs for the QA team to confirm, as well as report new ones. During this, the development team will tackle each bug to make the final release solid...hopefully not delaying anything.
- Release: Feature complete. Stable. Bugs related to work flow, deployment, new features, and core usability should be stomped. Any known issues or post release bugs are recorded for the next minor release (v1.4.1). New features are planned for the next major release (v1.5)
We have already made it through pre-alpha and alpha. We have just released the beta. While beta is expected to have bugs, we have to make sure the core functionality is there: feature complete, no editor crash, stand alone executables run, projects deploy to simulator, projects deploy to device. If any of those are broken, the Beta does not go out (hopefully we can catch them all).
We hope you all enjoy the new release as much as we have enjoyed working on it! Stay tuned.
Preview Screens
Level Datablocks Editor (replaces manual copying of datablocks)

New iDevice Settings (manage your device type and frameworks from editor)

GPS Location Example

About the author
Programmer.
#22
05/12/2010 (11:07 am)
@Johnny - I am still writing up some tips & tricks for a separate thread that will help with using the new beta stuff...hold tight.
#23
Just wanted to poke my head in here and give some thanks to Michael and Luma. Looks like things are progressing well as a beta. I look forward to 1.4's entrance into QA and the impending delivery of a product reaching an ever increasing bar of quality.
05/12/2010 (3:52 pm)
Hey Everyone,Just wanted to poke my head in here and give some thanks to Michael and Luma. Looks like things are progressing well as a beta. I look forward to 1.4's entrance into QA and the impending delivery of a product reaching an ever increasing bar of quality.
#24
Btw, we very much appreciate everyone adopting and making full use of the new bug reporting standard. It has made our development infinitely easier with the new setup. Be sure to thank Scott and Sven for driving it.
05/13/2010 (10:06 am)
@ALL - Beta 2 tomorrow which contains a lot of fixes for bugs posted in the forums.Btw, we very much appreciate everyone adopting and making full use of the new bug reporting standard. It has made our development infinitely easier with the new setup. Be sure to thank Scott and Sven for driving it.
#25
Has been a further enhancement to the process from the 1.3.x standard behavior which was already a serious step forward :)
05/14/2010 (4:54 am)
Thank you Scott and SvenHas been a further enhancement to the process from the 1.3.x standard behavior which was already a serious step forward :)
#26
05/14/2010 (8:55 am)
Will Bluetooth PeerToPeer be a supported feature?
#27
05/14/2010 (9:00 am)
It is a planned example in 1.4 yes, with some minor implementation examples to get your p2p apps rolling. Just as the apple's docs mention, nobody can assume your use or specific needs, so we cover the ability to use it. You handle the details.
#28
05/14/2010 (12:15 pm)
That's good news! :-)
#29
Sorry if I built up anticipation, but there is no point in putting out a release with unresolved bugs in the tracker. Stay tuned.
05/14/2010 (3:32 pm)
@ALL - My apologies, but the second beta will not be going out until Monday. This happens to be the same day it goes into QA, and there are a few bugs that need to be fixed first so they can properly test. I'd like to have QA working on the same build you all will be, so Monday will be the next release.Sorry if I built up anticipation, but there is no point in putting out a release with unresolved bugs in the tracker. Stay tuned.
#30
Check your accounts for the download. This build has been delivered to our official QA.
Notes:
05/17/2010 (11:05 am)
Beta 2 Released
Check your accounts for the download. This build has been delivered to our official QA.
Changelog
Features:- Auto Rotation support for landscape modes (animated)
- Rotation support
- Added updated binaries to resolve several stock issues
- Per level datablocks now handle their DSO files as well, still needs to handle normal dso shenanigans
- Memory manager bug on using other libraries on OSX builds
- OSX 10.6 build errors fixed http://www.torquepowered.com/community/forums/viewthread/115277
- Updating to always copy the files for mac as well
- Adding isDirectory function to console
- UsesPhysics persists properly now from the editor
- UsesPhysics is no longer shielded by PUAP_OPTIMIZE so that the effects are seen on all builds (not just on iPhone for example)
- ITGB-31 Compiler issues didRotate. Shielded using TORQUE_ALLOW_ORIENTATION
- Some issues with iPhoneExample
- 1.4 Beta All Paths related to TGBGame squashed and merged to new paths in templates/commonFiles, all executables named properly
- 1.4 BETA Executable path in generated torsion would have been wrong
- 1.4 Beta Torsion Project created on mac http://www.torquepowered.com/community/forums/viewthread/115201
- 1.4 Beta /ITGB-33 http://www.torquepowered.com/community/forums/viewthread/115209
- Button not working on iPhone example
Notes:
- UseUpdateCallback on sceneGraph is now always implied, PUAP flags removal
- Internal:
- 1.4 Beta First part, windows side http://www.torquepowered.com/community/forums/viewthread/115211
- Removing visual studio 2003 projects
- Adding new items to editor , movie player, auto rotate, rotation orientation support
- Fixing hardcoded res on the text entry
Resolved Tickets
- iTGB-24
- iTGB-28
- iTGB-29
- iTGB-30
- iTGB-31
- iTGB-32
- iTGB-33
- iTGB-38
- iTGB-42
#31
Great job, Michael, QA, and GG Community!
05/17/2010 (12:13 pm)
@Michael: New features to play with! Thanks for adding rotation support. Great job, Michael, QA, and GG Community!
#32
Like what is iTGB-24??
Do a search of the forums and it will not find iTGB-24 or any of the others.
05/19/2010 (12:47 am)
@Michael perhaps you could spell out what the tickets are? We don't have any way to follow the tickets except looking at each forum thread.Like what is iTGB-24??
Do a search of the forums and it will not find iTGB-24 or any of the others.
#33
05/23/2010 (5:04 pm)
Uhhhrrrghh. Is there going to be some kind of tutorial or documentation on how to actually put that social networking manager to use? I look at it now and it just fills my heart with terror.
#34
@Matthew - We will be wrapping docs around examples and modules.
@All - Update: iTorque 2D 1.4 is about to leave QA testing. This leaves just a few steps before release:
1. Creating proper packages
2. Reviewing bug report
2. Prioritizing and fixing critical bugs
3. Finalizing docs
4. Writing up release info: Announcement blog, changelog, etc
We are making great progress and will keep you informed at each step. Thanks to all for your patience and excellent bug reporting. It has made this process go much smoother.
05/25/2010 (10:27 am)
@Henry - Sorry about that. The ticket numbers are primarily our way of tracking the bugs, but I'll start including links to the bugs with the number.@Matthew - We will be wrapping docs around examples and modules.
@All - Update: iTorque 2D 1.4 is about to leave QA testing. This leaves just a few steps before release:
1. Creating proper packages
2. Reviewing bug report
2. Prioritizing and fixing critical bugs
3. Finalizing docs
4. Writing up release info: Announcement blog, changelog, etc
We are making great progress and will keep you informed at each step. Thanks to all for your patience and excellent bug reporting. It has made this process go much smoother.
#35
Thanks
05/26/2010 (7:29 am)
Out of curiosity, are there are unintended performance improvements around cpu/gpu/memory. Any benchmarks between 1.3 and 1.4? I know they weren't listed which is why I've said "unintended".Thanks
#36
We have reviewed the bug reports. Sven and I have prioritize the remaining bugs and are working on them through Monday. Between now and then I have set up our automated build and package system, which means iTorque 2D is getting professional installers with its own icons, banners, and useful links.
Finally, as Torque's documentation engineer, I am extremely happy to reveal the doc updates. The next iT2D release is getting a full documentation pass. Here are the improvements:
05/28/2010 (12:36 pm)
UPDATE
There is a delay, but at least it's a short one...and once again it is due to our commitment to polish and usability. Additionally, a long overdue branding sweep is going on.We have reviewed the bug reports. Sven and I have prioritize the remaining bugs and are working on them through Monday. Between now and then I have set up our automated build and package system, which means iTorque 2D is getting professional installers with its own icons, banners, and useful links.
Finally, as Torque's documentation engineer, I am extremely happy to reveal the doc updates. The next iT2D release is getting a full documentation pass. Here are the improvements:
- Resolved ITGB-41 Issue: Help/Documentation link broken
- Resolved ITGB-39 Issue: Missing Reference Section
- We are merging the PDF docs into the HTML framework. Single location for all docs
- Removed TGB specific docs/tutorials that will not work on the iPhone
- For remaining TGB docs, any corrections/fixes from 1.7.5 will be ported
- Updating/optimizing some sample assets to work for iPhone
- Full iTorque 2D branding pass (new icons, images, etc)
- iTorque 2D documentation will be going online(!)
- Updating iPhone docs for current version
- 4 new guides/tutorials
Click Here For Preview
In addition to this, we are planning to release a slew of video tutorials dedicated to iTorque. Stay tuned, as I'm anticipating a final release early next week (aiming for Tuesday)
#37
Windows Installer: Finished, works!
Mac Installer: Building, testing
Documentation: Building, testing
We are in the home stretch people
06/01/2010 (9:25 am)
Bug Fixing: CompleteWindows Installer: Finished, works!
Mac Installer: Building, testing
Documentation: Building, testing
We are in the home stretch people
#39
Documentation: Formatting, building
Soooooo close.
06/02/2010 (10:03 am)
Mac Installer: CompleteDocumentation: Formatting, building
Soooooo close.
#40
06/03/2010 (12:24 pm)
We are missing Michael's post for today?
Torque Owner Johnny Vo
Just a quick thought (haven't downloaded it yet), but I need to support my other games which is built on previous version of itgb. I do hope they (the game builder) can coexist on windows and osx without any problems. I'll give it a try.