Game Development Community

Now that we know iT2D is currently "standing still" .. a CE discussion (shut down feb2013)

by TheGasMan · in iTorque 2D · 08/02/2012 (12:44 pm) · 93 replies

Original post:
As seen in post #19 and #20
iT2D is at a current stand still that will last at least a few months..perhaps longer..perhaps indefinitely for it's singular form of being iT2D. Hence the following discussion..


Scott takes over iT2DCE
----------------------------------------------------



[UPDATE]

Scott wrote:
Now that both the legacy updates and the new T2D MIT have been released it's time for a bit of housekeeping.

As I said back in October when I put this up it was only going to be temporary until the updates and new T2D had shipped. Now that we've reached that point it's time take this repo down. The few improvements that were committed to this are already present in the 1.6 update. So no one has to worry about losing any useful code.

I'll leave it up for 2 weeks and then the repo will be deleted.
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#1
08/02/2012 (6:04 pm)
I would like to see this:)
#2
08/02/2012 (6:28 pm)
The basis for the Community Edition should be iT2D 1.5, with Paul Jan's root-view controller resource which you can get here:

www.garagegames.com/community/blogs/view/21550

That solves the rotation of iOS features (like the volume control and game-center windows).

In addition, if you are using a 2nd scenegraph in your game you need to modify the setResloution function in game.cs as explained here:

www.garagegames.com/community/forums/viewthread/130887/1#comment-831342

With those 2 additions you have a solid iT2D that can run on all devices at any orientation.
#3
08/03/2012 (5:04 am)
Remember that it will all be one codebase for desktop and IOS soon.
#4
08/03/2012 (12:28 pm)
lol @ "soon".
last time "soon" was used it was 1.5 years.

// in all honesty, I suppose there isn't really a reason for an iT2D CE seeing as how there isn't really much wrong. There is alot that could be tweaked and sped up, but I'm not so sure we'd venture into that realm.
Well,..I thought I would offer the idea anyhow. Let's see where it goes.
#5
08/03/2012 (8:38 pm)
I'm working on a solid 1.5 engine myself. I'm incorporating changes for iAd and in app payments too.
#6
08/09/2012 (2:22 am)
We would LOVE to have it started for sure.

Later, I'll post info about state of our development of T2D/i2D game that we are working on for a really long time and how we have already changed T2D engine and what this GG "we have just stopped supporting iT2D" statement means for us.
#7
08/14/2012 (12:57 am)
ok i dont see why we should not start one.
i'll add this to my list of things to get done...'probably be ready within a few weeks. if not, email me to remind me plz. thx.

thx for the emails about this. ;)

if you have any ideas about the best setsup, plz post. we'll get that sorted or i'll go ahead in default flavor; Vanilla svn.
#8
08/15/2012 (9:06 am)
This is my post describing a bit of "problems" with porting game from TGB to iTorque and some iTorque bugs. So another reason for CE. What about GG, what is their opinion? http://www.garagegames.com/community/forums/viewthread/130972/1#comment-832437
#9
08/15/2012 (11:28 am)
Our opinion on CE's for iTorque/Torque 2D/Torque X/Torque 3D/etc are pretty much what we have stated on the T3D CE project. Licensees have the right to create community projects as long as licensing is taken into account. The T3D CE project is great. The cleanup that Alfio has done is great work and beneficial to everyone who belongs to the CE project.
#10
08/17/2012 (11:44 am)
I hope this happens, unless GG is actually closer to releasing anything new. We are supposed to have an announcement in a few weeks but that doesn't tell us anything.

Currently I am midway into my project and cannot continue. I just upgraded to Mountain Lion because several programs I use for my games needed the upgrade. Torque doesn't open on Mountain Lion for me. Also the lack of iPad Retina display is a kill. Currently I am debating my choices of switching to Game Maker that I have as well or using Love/Lua OR Defold Beta/Lua or use XNA + OpenMono to become crossplatform.

As a father of 3 its taken me awhile to work on my project but now currently it's going to take me much longer since need to switch. I wish I knew enough of coding to be able to truly help with a CE project for iTorque.

#11
08/17/2012 (12:09 pm)
I'm a little lost Austin. Love doesn't have a core iOS port. It's a great little LUA engine for programmers. It's one of my favorites to play in. Haven't really done anything with Defold. Mono Touch is $399 and GameMaker's iOS module is $199, so I haven't done much there either. I did work with Mono Touch over a year ago and really liked it then.
#12
09/06/2012 (11:25 pm)
Actually Love is just a way of helping to program with LUA, many people have used it to become cross-platform since everything is coded in LUA. I was playing with it until I got/found out about Defold.

Game Maker is looking like a good alternative due to their Studio and new price tiers. They also now support Steam & Nook. Add that they are working on a Windows 8 plugin when Windows 8 is released, and that Windows 8 HTML 5 apps should easily be put onto the phones as well, they are supporting all major markets right now (if you want to consider Windows a major market - I'm getting a Nokia Phone when released)

http://monogame.codeplex.com/ - is what I was talking about (I misremembered it as openmono). It's open source, free, and if you are a programmer who knows XNA then this is a great way to get your game on all platforms. For free.

Defold is very awesome and been working with that for coding with LUA at the moment. I only have Game Maker because wanted to grab it @ $99 dollars when HTML 5 was being told as an automatic upgrade to their Studio. I currently have Studio Professional + HTML 5. Game Maker is being a nice prototype engine and Defold is where I do my actual game design and programming. I might switch to using Game Maker for certain games but with the RPG I am making I need to use LUA for the expansiveness I need - which I had under Torque.

Since Cross-platform is actually a goal my games I need to switch from Torque, esp. when it doesn't even support my current MacOS.

I absolutely LOVE torque. However if I want to try and make any money off of my games currently Torque doesn't support my ability to do so. I thought I was buying a game engine that was going to be able to support my ability to publish to iOS and keep up with the updates to both software and hardware by Apple. In essence, I feel very upset that I bought this software less than a year ago and it's already that outdated that it isn't supporting the latest that Apple has to offer? In this day of age with so many engines and choices to choose from, this is not allowing us who love Torque to feel that we have any choice but to find a new way to create our games.

#13
09/07/2012 (12:16 am)
I'm going to have time soon, now that Summer is over'ish!


I NEED VOTES:

mac and windows as seperate SVNs or both in 1 SVN ?
#14
09/07/2012 (6:37 am)
should be both
#15
09/07/2012 (9:09 am)
Speaking from professional and recent experience, you never want to have an engine split into separate repositories based on platform. Do not add features that break cross-platform compatibility.
#16
09/07/2012 (10:09 am)
@GG,

I really think that if iTGB is not getting support anymore, you should stop selling the engine. That´s the right thing. And, or, if the engine will be updated, make a statement.
#17
09/07/2012 (10:12 am)
You probably missed it, Isaac. We're combining iT2D and T2D into a single product, adding in a number of updates, and releasing it to current licensees for free. We are still in the process of creating estimates for the amount of work for this (engine, web, etc), but it is something we've been talking about with the community for a while now.
#18
09/07/2012 (10:22 am)
@David,

I don't know if I've missed or not. I just don't see the support for the engine (iTGB). And I've read lots of threads talking about the lack of support, and oh, I almost miss this: actually I can't send a project to the iPad because there is no help to achieve this, not official support and also not community support. I'm not a guru coder, but in the past I have released 3 games for the iPod and now, with the last Xcode update, I can't release anything :(

What am I missing? where is the guide to successfully use iTGB and deploy to the iPad?

TY
#19
09/07/2012 (10:28 am)
"We're combining iT2D and T2D into a single product"

I'm aware of this. But it doesn't help to actually deploy a game.

#20
09/07/2012 (10:55 am)
The updates and changes that we have made to the codebase will be tested and vetted in the new, singular product. But yes, unless you dig into the code yourself waiting for the next release will be like when Unity had their users wait months for SDK 3 and the 64b webplayer update. I believe Kondrad's topic had the way to get it onto the iPad 3 with iT2D 1.5 (he did not use 1.5.1 preview which could deploy but had rotation and orientation issues).
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