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iTGB 1.2 Released!

by Michael Perry · 05/08/2009 (4:42 pm) · 7 comments

High Energy Release!

(above link clickable)

Release Announcement

If you are licensed owner, iTGB 1.2 is now available in your account for download!!!!! The main purpose of 1.2 was to address some very annoying bugs and improve over all usability. We are quite happy with the new Project Builder dialog:

ggbetas.com/irc_hour_logs/iTGBProjectBuilder.jpg

Fixes

-Editor preferences now properly save
-Project settings (such as resolution) properly save
-Symbolic links and file preferences preserved
-New game projects inherit iTGB specific settings
-Each target has appropriate optimizations, with descriptions
-Automatic DSO generation works again
-Major optimization flags can now work independently or together

New Features

-MP3 support
-New Project Builder dialog
-Push to build for Simulator
-Push to build device*
-Multiple project management under 1 Editor and 1 Xcode solution
-Native OS keyboard support


For complete information please visit the iTGB 1.2 Release Details Thread


Leveraging the engine

Without games, it's not much of a game engine, right? Well, the iTGB games are releasing fast and furious. So fast, that we have created a special tab just for them: Powered by iTorque. Resident rockstar and manager, Deborah, has been providing a steady stream of developer interviews with some of our iTorque devs: Developer Interview


Hospital Havoc

ggbetas.com/irc_hour_logs/HospitalHavoc.png

Kachinko World Tour

ggbetas.com/irc_hour_logs/kachinko2.jpg

Strike Force Trio

ggbetas.com/irc_hour_logs/Strikeforcetrio.jpg

Game developer Chris Jorgensen, who ported his Mini Shogi to the iPhone, finished another project. The highly anticipated TGB Kart Kit shipped with iTGB compatibility out of the box. Check out this video to see it in action: iTGB Kart Kit.

Kevin Ryan, the main develper behind iBabalu, has blogged about his experience using iTGB. Check it out

Even newcomers, such as Johnathon, are keeping track of his iTorque development:
-My first iPhone Project Day 1
-My first iPhone Project Day 2

I know it seems like I am going on and on, but the point is that iTGB is improving constantly and is being proved by the stream of high quality and fun games. I've said it before: the iPhone App store is one of the best platforms for an Indie or Hobbyist developer to utilize.

So, jump aboard the iTGB train because we are full steam ahead!

#1
05/08/2009 (5:35 pm)
Sweet, are the features added in iTGB 1.2 available in TGB such as the project builder? I really wanted to start my venture into iPhone dev with TGB as it seemed the simpler route to go ^_^ Jus wasnt able to afford it at the moment >_<;

Looks great and I can't wait to build a project using it.

Thanks for the props :D
#2
05/08/2009 (6:38 pm)
@Johnathon - TGB ships with a Project Builder. What we have done is taken that dialog and juiced it big time. There are more options in the iTGB version that hook up to custom TorqueScripts and shell scripts (god I hate those!!!!)

I know startup seems a bit costly right now, especially for PC devs that have to buy new equipment just to run OS X. Keep in mind that the return for investment in this particular field (iTunes apps) is really good right now. When 3.0 ships, a lot of garbage and flood apps are going to disappear paving a whole new road for decent games.

More so than previous versions, we've made it easier for a PC developer to begin their project in TGB and finish it in iTGB. The most difficult part is optimization, both for your code and assets.

Keep us updated on your project =)
#3
05/08/2009 (9:31 pm)
Nice, I'm excited to get started on a TGB project soon, hopefully I can get something put together with TGE and maybe make enough to cover all the costs for my iTGB project =D
#4
05/09/2009 (12:39 am)
Sounds great Michael :)
#5
05/09/2009 (2:37 pm)
Michael:

So i take it I *have* to buy a mac in order to make these iTGB games for a iphone? and would I be able to make games for the ipod touch but be able to use it on a iPhone? I'm sure I would but just want to double check. I own TGB Pro so I know from what I read I can built it in that until I get this kit. I'm a windows guy myself, I don't like playing with fruit :-) nor my food but sounds tempting to get started in the new engine. I'm going to consider moving to iTGB and maybe even iTGE if my games come out as good as I had hoped.

Oh and btw, is there a combo price if I buy both iTGB and iTGE together or are they both $500 per? and is the price still $100 per title as it was a longggg time ago? I haven't kept up as you prob see :-) Thanks for the info... great job.

Will
#6
05/09/2009 (3:34 pm)
@Will - It is a strict requirement to own a Mac to distribute an iPhone game. However, you can do a decent amount of development on a PC first and finish up on a Mac.

Yes, you can develop games for the iPod Touch and iPhone.

There is no reduced combo price for the iTorque engines, but the $100 per title fee has been eliminated.
#7
05/09/2009 (10:58 pm)
Thanks for the plug!

I can attest that the iPhone app store is a better source of revenue than self-release for PC. Mini Shogi is soon going to surpass all my PC total revenue... probably this month.