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
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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
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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.
#42
@Johnny - Well, I'm looking at my check list. For code, editors, and bugs, everything points to being ready. The one hesitation I have is that I'm looking at the docs and feeling like there is something missing or an update didn't make it in.
If you recall, I'm still the documentation engineer for all Torque products so I always have a huge responsibility to make sure they are polished for a release. Updated docs is something everyone has been asking for, and should get.
After this 1.4 release, I'm in hardcore doc mode for the next month for T3D, TX, and iTorque. That means anything that does not go into this release (today) can be fixed next week, and the week after, etc...However, I really do not want to restart the trend of "Release first, fix later". That's why the release was delayed for bug fixes. We do have updated docs, I'm just on the fence on whether they are good enough.
So, delay more to really polish off the docs? Or release now with the promise that they will be updated each week after today. I have not been dropping the word "promise" since I took over the project, since development schedules can fluctuate. However, I do control the documentation. I can write, convert, generate, and push them into new offline builds as well as the new online spot...It's a tough choice.
What are your thoughts Johnny, Marc, and others?
06/04/2010 (12:25 pm)
@Henry - Sorry about that. I've felt pretty good about the daily posts, I just went really heads down yesterday to focus on the actual release.@Johnny - Well, I'm looking at my check list. For code, editors, and bugs, everything points to being ready. The one hesitation I have is that I'm looking at the docs and feeling like there is something missing or an update didn't make it in.
If you recall, I'm still the documentation engineer for all Torque products so I always have a huge responsibility to make sure they are polished for a release. Updated docs is something everyone has been asking for, and should get.
After this 1.4 release, I'm in hardcore doc mode for the next month for T3D, TX, and iTorque. That means anything that does not go into this release (today) can be fixed next week, and the week after, etc...However, I really do not want to restart the trend of "Release first, fix later". That's why the release was delayed for bug fixes. We do have updated docs, I'm just on the fence on whether they are good enough.
So, delay more to really polish off the docs? Or release now with the promise that they will be updated each week after today. I have not been dropping the word "promise" since I took over the project, since development schedules can fluctuate. However, I do control the documentation. I can write, convert, generate, and push them into new offline builds as well as the new online spot...It's a tough choice.
What are your thoughts Johnny, Marc, and others?
#43
If the code, editor, and bugs are done, then I would vote for you to release it today and release an update when the docs are polished ready.
The most important thing to me is that the build has all the bugs ironed out. I can wait for the complete docs because I know they're in good hands :).
06/04/2010 (12:56 pm)
@Michael - This is great news. Here's what I think.If the code, editor, and bugs are done, then I would vote for you to release it today and release an update when the docs are polished ready.
The most important thing to me is that the build has all the bugs ironed out. I can wait for the complete docs because I know they're in good hands :).
#44
06/04/2010 (1:00 pm)
@Johnny - Thanks for the feedback. Anyone else want to weigh in? I have a few hours left before I have to make the final decision.
#45
06/04/2010 (1:05 pm)
Drop it on us baby! I am certain this may be the best docs we've had to date.
#46
So, I had a talk with a couple people in IRC, the engine devs, our QA lead, and one other person in the office. With your opinions counted in, the lean was 60% (wait) to 40%(release today). That does not include my opinion, which is also wait.
We are going to polish off the docs (which did not go through QA fully), test the installers and compilers again, then certify a new release. Again, I apologize for this delay, but we have noted why each delay has occurred and will not make the same mistakes.
This is the downside of open communication and public estimates. Right now my release estimate missed the mark, so I'll admit to this slip being my fault. BUT, polish, stability, and a decent user experience trumps my desire to release on the exact day I posted.
I am glad I can just come out and tell you all what is going on. I'll gladly take the irritation over the delay compared to the wrath of no communication. Stay tuned, I'll keep posting daily updates right up until the release.
06/04/2010 (1:41 pm)
@Henry - Thanks to you as well.So, I had a talk with a couple people in IRC, the engine devs, our QA lead, and one other person in the office. With your opinions counted in, the lean was 60% (wait) to 40%(release today). That does not include my opinion, which is also wait.
We are going to polish off the docs (which did not go through QA fully), test the installers and compilers again, then certify a new release. Again, I apologize for this delay, but we have noted why each delay has occurred and will not make the same mistakes.
This is the downside of open communication and public estimates. Right now my release estimate missed the mark, so I'll admit to this slip being my fault. BUT, polish, stability, and a decent user experience trumps my desire to release on the exact day I posted.
I am glad I can just come out and tell you all what is going on. I'll gladly take the irritation over the delay compared to the wrath of no communication. Stay tuned, I'll keep posting daily updates right up until the release.
#47
06/07/2010 (9:13 am)
Any news on the next release? Fingers crossed for today! I'm hoping to start another project off a clean versioned release asap.
#48
06/07/2010 (9:48 am)
@Craig - Sending the new build to QA to process. It does not have a one day turnover, but Scott told me they will work on it this week. On the documentation side we are wrapping it up.
#49
Is it available somewhere on the associates SVN access at all? Been a while since I checked on there.
06/07/2010 (9:53 am)
Ah, I misunderstood the previous posts you did about preparing installers etc. Thought it was literally all done bar release, my bad.Is it available somewhere on the associates SVN access at all? Been a while since I checked on there.
#50
@Craig - I believe Associates should still have repo access. I'll check on this when I get to the office.
06/09/2010 (7:12 am)
@All - QA is going through all the fixed bugs to make sure they are completely gone. We are currently uploading the iT2D docs, which takes a little while but is separate from the QA process.@Craig - I believe Associates should still have repo access. I'll check on this when I get to the office.
#51
This also means that the release is currently out of Michael's hands. I'll post in here again when the testing is complete. Thanks for being patient everyone.
06/09/2010 (10:37 am)
Just to let everyone know, as Michael said iT2D 1.4 is currently going through certification testing. This means that all the bugs that were fixed from the previous round of testing are being verified in addition to testing to make sure everything else still function correctly. It will not be released until it passes certification.This also means that the release is currently out of Michael's hands. I'll post in here again when the testing is complete. Thanks for being patient everyone.
#52
Hmmm... Since its taking a little longer than I thought, I think i'm going to switch my projects to 1.4beta now. Wish me luck.
06/17/2010 (2:14 pm)
@Scott - Any updates on the release date?Hmmm... Since its taking a little longer than I thought, I think i'm going to switch my projects to 1.4beta now. Wish me luck.
#53
06/23/2010 (10:34 am)
Over 30 days since the last beta and about 20 since it went to QA, any news? Why didn't we get the build that went to QA as well?
#54
06/23/2010 (10:42 am)
@Henry - The public got the first beta that went through QA. The second build that went through QA had issues that were not fit for public consumption. In other words, a few bugs appeared that broke usability. I discovered them while building the new iT2D demos and had QA confirm them.
#56
Wasted a whole day and now i will wait for the release version.
06/23/2010 (9:46 pm)
alright.... I just spent the last 8 hours trying to get 1.4beta2 to work. It's very buggy on Windows 7 64-bit. I just can't use it like this. Wasted a whole day and now i will wait for the release version.
#57
06/24/2010 (12:08 am)
@Michael - thank you for update, do you plan Beta3 or release? Any time schedule for it?
#58
06/24/2010 (7:50 am)
@Lukas - I think at this point we will send out a release candidate to the community with the bug fixes we made from the QA pass while we wait for their certification. I'm having a meeting with Luma tomorrow to discuss an updated release timeline.
#59
@All - OK. We had a very productive and informational meeting today. We will have a very clear schedule, for both iT2D and iT3D next week. Speaking of next week, our plan to get a release candidate out is feasible. The showstopper bugs QA and you all discovered during the Beta are listed and will start being tackled this weekend.
06/25/2010 (11:02 am)
Update@All - OK. We had a very productive and informational meeting today. We will have a very clear schedule, for both iT2D and iT3D next week. Speaking of next week, our plan to get a release candidate out is feasible. The showstopper bugs QA and you all discovered during the Beta are listed and will start being tackled this weekend.
#60
When you add an image to your level, have the editor automatically copy that datablock to your level datablock manually. And when you delete the image, the editor should also delete it from the level's datablock.
Having to manually do this is really unproductive, especially if you have many levels and different image objects.
06/25/2010 (12:19 pm)
Feature request:When you add an image to your level, have the editor automatically copy that datablock to your level datablock manually. And when you delete the image, the editor should also delete it from the level's datablock.
Having to manually do this is really unproductive, especially if you have many levels and different image objects.
Torque Owner Johnny Vo