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
================================================================================
================================================================================
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
================================================================================
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.
#62
http://www.torquepowered.com/community/forums/viewthread/117261
I hope we get another build soon before the final one because beta2 is not workable because of the many critical bugs.
07/01/2010 (12:17 pm)
@Michael - Can you fix the animation bug too described here:http://www.torquepowered.com/community/forums/viewthread/117261
I hope we get another build soon before the final one because beta2 is not workable because of the many critical bugs.
#63
Regarding the next release, it will be a Release Candidate. It will go out to the community and QA at the same time early next week. If it passes the QA certification, the RC will become a live release.
07/01/2010 (12:22 pm)
@Johnny - Interesting bug. I have not encountered that yet. I'll look into it. Thanks for bringing it to my attention.Regarding the next release, it will be a Release Candidate. It will go out to the community and QA at the same time early next week. If it passes the QA certification, the RC will become a live release.
#64
07/02/2010 (11:58 am)
Monthly update (kind of a repeat, but for the sake of starting a practice): 7/3/2010 Update.
#65
07/05/2010 (8:43 am)
Good news everyone. Just received an e-mail stating a fix for the final critical bug has committed. I'm going to run the build through the smoke test (takes about 1 hour), build the installers, and ship it off to QA. Once QA can install the builds, I'm going to upload this as Release Candidate for you all to download.
#66
07/06/2010 (11:09 am)
@Michael - I thought we were going to get the RC yesterday. Any change we'll get it today?
#67
07/06/2010 (11:43 am)
Holiday hours disrupted things (yesterday was actually time off for the company). We are uploading the installers now. Should be about another hour.
#68
07/06/2010 (11:43 am)
@Michael - Hooray! Can't wait to give it a spin later!
#69
Let me know ASAP if you have any troubles downloading or installing, since we are using new delivery methods.
Windows: C:\Users\USER_NAME\AppData\Roaming\GarageGames and C:\Users\USER_NAME\AppData\Roaming\TorquePowered
Mac:: User/Library/Application Support/GarageGames and User/Library/Application Support/TorquePowered
This should not really be an issue anymore, due to how iTorque 2D handles the storing of editor settings. But for the sake of paranoid safety checks, give it a try if you run into an issue.
07/06/2010 (1:23 pm)
Release Candidate (RC1) is now available for download from your accounts. I'm not making a big splash or announcement about this build. Saving that for the final release if all goes well with this build.Let me know ASAP if you have any troubles downloading or installing, since we are using new delivery methods.
REMINDER:
Make sure you delete the local settings for TGB and previous iT2D installations.Windows: C:\Users\USER_NAME\AppData\Roaming\GarageGames and C:\Users\USER_NAME\AppData\Roaming\TorquePowered
Mac:: User/Library/Application Support/GarageGames and User/Library/Application Support/TorquePowered
This should not really be an issue anymore, due to how iTorque 2D handles the storing of editor settings. But for the sake of paranoid safety checks, give it a try if you run into an issue.
#70
07/06/2010 (1:30 pm)
Michael - I'm getting a "The requested download URL cannot be found" message when trying to download 1.4RC or the documentation.
#71
07/06/2010 (1:38 pm)
I'm able to download 1.4RC, but I'm getting that error when trying to download the docs.
#72
07/06/2010 (1:43 pm)
Let me double check them real quick.
#73
07/06/2010 (1:44 pm)
Ok, I see the problem. Has something to do with the naming of the files. I'll fix that now and post when they work.
#74
07/06/2010 (1:47 pm)
OK. It's fixed. You should be able to download it now.
#75

Two things to note:
1. We are also going to allow more flexibility with using the splash screens. In other words, when, where, and how it is displayed during start up is more lenient.
2. You will have two different color schemes to choose from: off-white or black background.
More details on the updated splash requirements are coming soon.
07/07/2010 (10:53 am)
Btw, the final release will have new splash screens to use. You will no longer have to use a graphic that does not fit your game's theme. No more odd looking "powerpuff" girl.
Two things to note:
1. We are also going to allow more flexibility with using the splash screens. In other words, when, where, and how it is displayed during start up is more lenient.
2. You will have two different color schemes to choose from: off-white or black background.
More details on the updated splash requirements are coming soon.
#76
07/07/2010 (1:49 pm)
Thanks Michael, it would be good to combine splash screens if the license permits it.
#77
07/08/2010 (11:24 am)
Just finished talking to Scott and Eric. QA process has gone extremely well with this build. We are on target, and the 1.4 final release goes out on Tuesday (7/13/2010). I'll post the build along with release notes on that day.
#78
I just downloaded and set up iTGB 1.4RC and downloaded the associated documentation.
My findings thus far:
While the addition of the Aquarium demo is nice, it appears a portion of the informative documentation, as it pertains to XCode, is outdated. I was under the impression that the documentation, in its entirety, was being revamped.
There are still several references to TGEA, iPhone OS 2.1, XCode 3.1, the older project directory structure, etc. As we are now required to develop in SDK4 (3.2.3), the screen shots and instructions will be confusing to new (and not-so-new) users of iTGB.
I, for one, find it prudent that a section of the documentation be dedicated to Universal builds (as they are Apple's desired app type going forward). I've already posted a thread asking how people are doing Universal apps with iTGB and have received no responses that give any insight into how to accomplish this most important task.
Regarding this: "ITGB-61 Open XCode Project button does nothing...The good news is we have fixed: ...ITGB-61"
The "Open XCode Project" button still does absolutely nothing (Mac, OSX 10.6.4, XCode 3.2.3 [1688])
07/10/2010 (2:31 pm)
Hi Michael;I just downloaded and set up iTGB 1.4RC and downloaded the associated documentation.
My findings thus far:
Documentation
While the addition of the Aquarium demo is nice, it appears a portion of the informative documentation, as it pertains to XCode, is outdated. I was under the impression that the documentation, in its entirety, was being revamped.
There are still several references to TGEA, iPhone OS 2.1, XCode 3.1, the older project directory structure, etc. As we are now required to develop in SDK4 (3.2.3), the screen shots and instructions will be confusing to new (and not-so-new) users of iTGB.
I, for one, find it prudent that a section of the documentation be dedicated to Universal builds (as they are Apple's desired app type going forward). I've already posted a thread asking how people are doing Universal apps with iTGB and have received no responses that give any insight into how to accomplish this most important task.
Editor
Regarding this: "ITGB-61 Open XCode Project button does nothing...The good news is we have fixed: ...ITGB-61"
The "Open XCode Project" button still does absolutely nothing (Mac, OSX 10.6.4, XCode 3.2.3 [1688])
#79
07/12/2010 (10:25 am)
We are on track for a release tomorrow. The updated build addressing bad documentation link, and some editor issues (like the Open Xcode Project button bug) are solid on my end. If the issues we were aiming for are solid on QA's end, we release tomorrow and proceed with our plans for the next version.
#80
Sorry for the impatience, we're waiting for the latest release so we can submit with SDK 4.
07/13/2010 (9:47 pm)
Is it still coming out today? :)Sorry for the impatience, we're waiting for the latest release so we can submit with SDK 4.
Employee Michael Perry
ZombieShortbus
- Bug fixing
- New documentation
- New demos
What caused the delay is that QA and the community discovered critical and blocker bugs during the week the installers were created. We had the option of releasing with a promise of 1.4.1, or delay to fix them. When you see this list, you will understand why we delayed:
ITGB-56 Image Scaling Issue In editor
ITGB-62 tile maps not showing up when clicking play game in the editor
ITGB-61 Open XCode Project button does nothing
ITGB-63 Opening and canceling the Edit level datablocks dialog causes duplicate image names in the image drop down menu in the Particle effect emitter rollout
ITGB-64 iPodExample Release Does Not Work
ITGB-59 IphoneExample Project not compiling in XCode
ITGB-58 Missing Executables
ITGB-57 Corrupt Particle Effects
ITGB-60 ImageMap and their datablocks removed on exit
We would not be proud or comfortable with a release containing those problems. The good news is we have fixed:
ITGB-56
ITGB-62
ITGB-61
ITGB-63
ITGB-64
ITGB-59
ITGB-58
That only leaves two critical bugs to fix. Several of the bugs were difficult to reproduce, especially since a few were only happening on a specific platform. The good news is that our QA process has continually improved so that down time between testing and released has been reduced.
On the documentation side of things, I have finished up a tutorial for a new Aquarium demo. It is a start (new project) to finish (running on device) guide that covers the following topics:
* Project creation
* Loading assets
* Modifying ImageMaps
* Creating animations
* Basic scene editing
* Scripting
* Particle effects
* Deploying to an iDevice
It features:
* New fish assets, optimized for the iPhone
* Demo has decent performance on 2nd gen iPod touch
* Screen shots for every major step
* When printed out, page count is at about 60+ (very comprehensive)
* Will be followed up with a video tutorial shortly, as well as a 2nd video showing how the demo can be rebuilt from scratch in 2 min by a Torque expert
The engine will ship with the finished demo created by the tutorial, with a few extras such as touch recognition and reaction.
I'll post another update tomorrow to let you know what has happened. Thanks again for the patience!