1.3.1 Released
by Michael Perry · in iTorque 2D · 01/29/2010 (2:10 pm) · 23 replies
Torque 2D iPhone v1.3.1 has been released. It should be available in your accounts now. The following was copied from the changelog.txt found in the build:
*** Fixes
-Fixed tilemaps/particles/other stuff not being saved in the editor (t2dSceneObject was not writing non physics objects?)
-Fixed iPhone preferences for commonConfig.xml not being saved in the editor,
-Fixed iPhone preferences saying "Visible" when it meant Hidden.
-Fixed Missing $Gui::fontCacheDirectory in all projects
-Fixed Play Game Button not working on OSX (Thanks Mich)
*** Misc
-Images in the startup dialog to be non "garage games" branded
-Added jumping , left and right key press to the windows/mac builds.
-Added some particles and a tilemap for the example project level
-Renamed "Play scene" to "Play Game" as thats what it does anyway.
-Minor fixes in layouts in main screen
*** Fixes
-Fixed tilemaps/particles/other stuff not being saved in the editor (t2dSceneObject was not writing non physics objects?)
-Fixed iPhone preferences for commonConfig.xml not being saved in the editor,
-Fixed iPhone preferences saying "Visible" when it meant Hidden.
-Fixed Missing $Gui::fontCacheDirectory in all projects
-Fixed Play Game Button not working on OSX (Thanks Mich)
*** Misc
-Images in the startup dialog to be non "garage games" branded
-Added jumping , left and right key press to the windows/mac builds.
-Added some particles and a tilemap for the example project level
-Renamed "Play scene" to "Play Game" as thats what it does anyway.
-Minor fixes in layouts in main screen
About the author
Programmer.
#2
01/30/2010 (1:19 am)
Sven, when i make a new empty project and click the play game button, I get 'can't find executable' The tgbgame.app file is not in the 'projectfiles' folder. It doesn't seem to create the this file.
#3
If its not, it will be fixed very shortly. Thanks!
01/30/2010 (7:46 am)
Is it inside of /tgb/templates/commonFiles ?If its not, it will be fixed very shortly. Thanks!
#4
01/31/2010 (4:19 am)
I also get the same error as Johnny.
#5
02/01/2010 (11:40 am)
I also get the same error in new projects. The Demo works fine.
#7
02/05/2010 (5:55 pm)
Im getting the exact same problem. Any workaround for the moment?
#8
However when I run it on my PC laptop I get the same error as before. I have to remove the Roaming/GarageGames/Torque Game Builder(iPhone) folder for the thing to run.
It would also be nice if when I create a project on the mac it would also create a torsion project. Maybe it cant?
02/06/2010 (8:29 am)
I copied the TGBGame from the iPhoneExample/projectFiles folder to my game/projectFiles folder and all is well.However when I run it on my PC laptop I get the same error as before. I have to remove the Roaming/GarageGames/Torque Game Builder(iPhone) folder for the thing to run.
It would also be nice if when I create a project on the mac it would also create a torsion project. Maybe it cant?
#9
I started T2D_iPhone_1_3 and created a new project, threw in two static sprites (background and player) and hit "Build Game". It gave me the same error as people are reporting ("can't find executable"). Having just spent $750 based on the promise of a functional game engine for iPhone, I'm unhappy right now.
I figured that maybe I might have to build the executable through Xcode, so I opened the XCode project file using the button in T2D under the Project Tab. So I built and executed the game for the simulator in XCode and it's not showing anything, none of the static sprites I loaded in, nothing. Just a landscape screen with the status bar above it.
I tried Henry's advice above, and now TGB will load an executable, but this is also empty, just like the Xcode Simulator build.
I would appreciate some very clear help on how to resolve this problem, so I can start using your product. I'm still optimistic, but currently massively discouraged :(
02/08/2010 (8:30 pm)
I'm new to Torque (any version) and just purchased T2D for iPhone along with TGB. I've gone through a number of tutorials and quick starts for TGB (fish game, etc) and now feel like I understand enough of TGB to start working with the iPhone version. I've been making and testing apps using XCode in the last few months, and already have Xcode and this Mac set up to work with my dev iPod.I started T2D_iPhone_1_3 and created a new project, threw in two static sprites (background and player) and hit "Build Game". It gave me the same error as people are reporting ("can't find executable"). Having just spent $750 based on the promise of a functional game engine for iPhone, I'm unhappy right now.
I figured that maybe I might have to build the executable through Xcode, so I opened the XCode project file using the button in T2D under the Project Tab. So I built and executed the game for the simulator in XCode and it's not showing anything, none of the static sprites I loaded in, nothing. Just a landscape screen with the status bar above it.
I tried Henry's advice above, and now TGB will load an executable, but this is also empty, just like the Xcode Simulator build.
I would appreciate some very clear help on how to resolve this problem, so I can start using your product. I'm still optimistic, but currently massively discouraged :(
#10
Please start new threads with the appropriate topic so that people can see your issues and help you accordingly.
02/09/2010 (4:07 am)
Guys, this is not the thread to post questions in, unless it is directly related to this release.Please start new threads with the appropriate topic so that people can see your issues and help you accordingly.
#11
Anyone still having trouble with play game is not watching the bug fixes
http://www.torquepowered.com/community/forums/viewthread/108645
The fix is posted already :
http://www.torquepowered.com/community/forums/viewthread/110103/1#comment-721719
02/09/2010 (4:48 am)
Patchapa - Read the documentation - seriously.Anyone still having trouble with play game is not watching the bug fixes
http://www.torquepowered.com/community/forums/viewthread/108645
The fix is posted already :
http://www.torquepowered.com/community/forums/viewthread/110103/1#comment-721719
#12
02/13/2010 (3:11 pm)
In order to help eliminate confusion pertaining to bugs and the assumed processes of searching the forums for solutions would be to have an auto notification feature that would give notifications and the source locations of the fix. This would be similar to an auto update feature but since auto updating the source code could potentially break ones custom additions to the source this could be a good alternative.
#13
02/13/2010 (5:33 pm)
The problem was solved with a quick shortcut, CTRL B. Load the page above, and press the magic keys :) This will bookmark the thread, and you can with minimal ease, check for fixes.
#14
When making a t2dSceneObject persistent in the TGB Editor, the behavior component(s) for that object will not be saved in the persistent.cs file. Also, any dynamic variables will not be saved. This is all I noticed so there may be more issues with this.
02/19/2010 (1:11 pm)
I'm posting this bug here but if it needs to go somewhere else just let me know.When making a t2dSceneObject persistent in the TGB Editor, the behavior component(s) for that object will not be saved in the persistent.cs file. Also, any dynamic variables will not be saved. This is all I noticed so there may be more issues with this.
#15
The 'play game' button!
I should not have to trawl through forums and blog posts, and manually type in hacks to the source code to get basic functionality of the product I've paid for to work.
This software should work without the need for users to edit the engine themselves.
Having followed the link trail, I realize it's basically a trivial fix - but take pity on the poor people who are using iTGB for the first time!
04/08/2010 (6:27 am)
I've just updated from iTGB 1.2 to 1.3.1 and am absolutely STUNNED to find that the play game button doesn't work.The 'play game' button!
I should not have to trawl through forums and blog posts, and manually type in hacks to the source code to get basic functionality of the product I've paid for to work.
This software should work without the need for users to edit the engine themselves.
Having followed the link trail, I realize it's basically a trivial fix - but take pity on the poor people who are using iTGB for the first time!
#16
04/08/2010 (7:01 am)
@Conor - I apologize for the issue. 1.3.2 is due out very soon which will have more of Sven's fixes and iPad support.
#17
04/08/2010 (7:30 am)
Michael - I realize it's a small thing to complain about, but there are a lot of 'small things' that can catch you out with iTGB and as I've recently been teaching classes using iTGB 1.2 I can attest to the pain that new users experience trying to hunt down all these trivial glitches.
#18
04/08/2010 (7:34 am)
@Conor - Understandable. I'm hoping our next iT2D release will be able to go through the new QA and usability lab. I believe they are nearly set up, so I will be contacting Scott to find out when they will be ready to handle iPhone and iPad testing. A proper QA process should do wonders for catching glitches like this.
#19
That, and could we PLEASE get documentation or at least an example project of features like integrating the apple keyboard and proper use of multi-touch? Using the forums for documentation is a joke, a HUGE TIME WASTER, and is really starting to make me angry.
Just my 2 cents, maybe everyone else likes having no documentation and spending hours searching for how to use features, only to have to read through page after page and never finding a definitive explanation. If Garage Games is going to insist on using the forums for documentation, at least someone in charge should create a new thread with the final solution to how to use one of these features and pin it so we can find it when we need it. That should be the very minimum. Minimum.
04/09/2010 (10:44 am)
A proper QA sounds great, but I think when you have a glitch like this or some of the others, why not immediately release a version that is fixed? I thought that that was going to be the new policy, lots of small updates to crush things as they are found? Isn't that what the third digit in the version numbering scheme is for 1.3.x? Small fixes that won't affect your code, but will make it so your don't have to spend hours reading threads on the forum to solve a problem that's already been solved?That, and could we PLEASE get documentation or at least an example project of features like integrating the apple keyboard and proper use of multi-touch? Using the forums for documentation is a joke, a HUGE TIME WASTER, and is really starting to make me angry.
Just my 2 cents, maybe everyone else likes having no documentation and spending hours searching for how to use features, only to have to read through page after page and never finding a definitive explanation. If Garage Games is going to insist on using the forums for documentation, at least someone in charge should create a new thread with the final solution to how to use one of these features and pin it so we can find it when we need it. That should be the very minimum. Minimum.
#20
Mich has been pushing forward on the documentation front, and posted a job announcement for hiring another full-time documentation engineer. Our documentation is better than it has been in the past, but we fully recognize that it needs to be better and have a concerted effort towards that end.
As to release timelines, the QA lab, etc, I will let the people concerned with those decision-making processes chime in.
04/09/2010 (10:50 am)
The forums are a primary means of support, but not a documentation replacement.Mich has been pushing forward on the documentation front, and posted a job announcement for hiring another full-time documentation engineer. Our documentation is better than it has been in the past, but we fully recognize that it needs to be better and have a concerted effort towards that end.
As to release timelines, the QA lab, etc, I will let the people concerned with those decision-making processes chime in.
Associate Sven Bergström
Luma Arcade
Why not hook the jumping up to the accelerometer? or add another button on screen and wire it to the jump.
Thanks to the community for their input and work towards the fixes.