Game Development Community

iTorque 2D 1.4.1 And Beyond

by Michael Perry · in iTorque 2D · 11/12/2010 (2:50 pm) · 96 replies

Greetings everyone,

No doubt you have seen the news. InstantAction is winding down operations and all the employees have been sent home. Torque's future is uncertain right now. It all comes down to finding an investor or new owner. You are probably wondering what that means for your current technology and license.

I can speak directly for iTorque 2D since I've been managing it for a while. We have been putting in effort into the 1.4.1 build, trying not to rush things. We were setting our own expectations pretty high for polish and stability. We would eradicate five bugs, then find two more. A release could not go out with those two bugs, so the cycle would reset. You all have been invaluable in this process, as your feedback has driven this product for a while now.

They have already confiscated my Apple hardware, which means I cannot do any testing unless I find someone with the hardware locally. I might be able to post fixes blindly, in the hopes I can get quick feedback from everyone.

It's not all bad news, though. Before I was locked out of e-mail and our internal SVN repository, I managed to pull down 1.4.1 on my home machine. I have also talked to Sven at Luma, who has a slew of amazing bug fixes and new features to add to the build. What we are going to do is try and get one more build up into your accounts, giving you a safe download link to obtain the software. 1.4.1 would be under the EULA, so that would also extend your usage.

If it is not possible to get it into your accounts, which there is a chance of happening, then I will formulate a plan B with Sven and Eric. The fat lady has not completely sung for Torque, but I'm thinking short term for my plans.

After 1.4.1? Well, I do not know my friends. We will see what happens to Torque first. I may move completely in a new direction. Without Apple hardware, I do not think I would be of any use to you anymore. I guess we'll see.

On a completely separate subject, our IRC channel is still running:

server: irc.maxgaming.net
channel: garagegames

If you want more info on iTorque, including behind the scenes stuff, I will be there.
#41
12/06/2010 (1:21 am)
Woot! I can't wait. Thank you for hanging in there for us!
#42
12/06/2010 (2:20 pm)
Just great Michael! We all really appreciate your dedication ;)
#43
12/06/2010 (6:06 pm)
Thanks Michael! And just in time, I am trying to get this game submitted in the next two weeks. Woo hoo!
#44
12/10/2010 (9:30 am)
Man, I have a Mac! Do you need that I do something for you? I can test anything that you need!
carlos@varela.com
#45
12/10/2010 (9:52 pm)
@Michael - Is there a date you're targeting? BTW, i'm surprised you don't own Mac hardware... Do you mostly develop on PC at home?
#46
12/11/2010 (3:53 pm)
@Johnny: He used to be a greyface, but then he got sucked into the wonders of Apple through a work laptop. I guess he was so stunned by the culture shock he never thought of getting his own :)
#47
12/11/2010 (4:54 pm)
@Johnny - I don't have an exact date. I'm having to do this release in an unorthodox manner, which is slightly slower than I would like. You'll notice I have already bumped my status down from employee to Associate, which changes how I operate. This is a good thing, though, for the release.

As for hardware, at work I used the devices and an iMac for development. I would take a company Macbook Pro home to continue work. All of that was collected by the company before I left. I'm going to Best Buy today to see how much I can increase my debt to obtain hardware =)
#48
12/12/2010 (4:55 pm)
I was turned down flat at the store to get credit for the outrageously expensive equipment needed for development and testing in my home location. However, my wife stepped up to the plate because she knows how much iPhone development means to us (me and you all).

I now have a Macbook Pro and an iPod touch, so I no longer have to go to another friend's residence to finish this up. Best. Wife. Ever.

I will still need help from you all to test on an iPad and other generations of hardware (since I'm using a 4th gen touch).
#49
12/12/2010 (7:27 pm)
Hey Michael. Thats awesome news. The new Macbook Pro and iPod touch are great. I want a Macbook Pro.

If you setup a donate link somewhere, I'd would be more than happy to donatefor all your work for us.
#50
12/12/2010 (11:24 pm)
Wouldn't mind donating some cash too to you / you & sven if 1.4.1 or whatever it will be called is really going to happen :)
#51
12/12/2010 (11:27 pm)
I don't donations are a consideration for this work. I am kicking around some ideas of future projects that would be donation driven (RPG Kit, Real Time Networking, etc), if Torque doesn't pan out. Of course, that is unlikely.

However, I really appreciate the sentiment =)
#52
12/13/2010 (8:26 am)
I'd also be happy to donate some funding.
#53
12/13/2010 (1:12 pm)
I would gladly pay for real time networking, especially wi-fi or bluetooth based.
#54
12/13/2010 (2:02 pm)
Alain: That won't work with Torque networking as it requires GameKit.
Thta being said: due to it being GameKit you can implement it pretty easily yourself :)
#55
12/13/2010 (3:07 pm)
@Marc
What I would really like is a WIFI/Bluetooth networking layer that is PC/MAC/iPhone compatible... I will probably end up using the GameKit for the iPhone, but I have not yet had time to research PC/Mac alternatives.

The reason I prefer WIFI/Bluetooth (p2p)networking over the traditional client/server approach, is that p2p promotes social gaming, without the need/expense of maintaining a server.
#56
12/13/2010 (4:45 pm)
The problem is that adhoc networking with device - device on iOS is only available through GameKit. No other way can facilitate it on iOS.


If you want wifi crossplatform you can already do that, its already realtime just not autosync (thats something that TGB does not offer at all - T2D ie TGB2 was meant to get it), but all commandToXXX you use are UDP realtime actually.


But social gaming without at least a webservice based main aspect won't work out if you asked me, cause you can't login and as such can't have persistence and thats the very base upon which all social gaming builds
#57
12/13/2010 (5:12 pm)
@Marc
When I said "Social Gaming" I don't mean Facebook style social gaming, but gaming with your friends in a social setting (i.e. at a party or other social occasion). The idea is to be able to play a game with your "real" friends without the server overhead (adhoc style).

Does TGB or TGE have adhoc wifi? Without a main game server.

To make sure we have the same definition of adhoc:
Operating in ad-hoc mode allows all wireless devices within range of each other to discover and communicate in peer-to-peer fashion without involving central access points.
#58
12/13/2010 (10:10 pm)
On iOS there is no AdHoc wifi if you don't use the GameKit and adhoc BT is more trouble doing it on the low level than using GameKit (also less flexible cause GameKit allows the user to decide which of the two to use, it also has the option to use the same implementation for internet based multiplayer)

Thats what I wanted to point out above already but potentially my writting wasn't clear / missleading / confusing, sorry on that
#59
12/14/2010 (11:19 am)
@Marc
no problem. :-)
#60
12/16/2010 (1:00 am)
Hi Michael,

First I'll say I'd also be happy to contribute to your equipment fund. Just let me know where to send a check!

Second, is there any decision regarding the release of Sven's work? Certainly the bug fixes he has might be useful, if not the features?

Thanks much!