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
================================================================================
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.
#82
But on the documentation, I thought that the documentation was finally going to include the new features like how to use the keyboard, how to implement multi-touch, etc. And I thought there was going to be a sample project that showed the correct way to implement these features. It doesn't need to be anything fancy, surely you or the programmers have created simple implementations in order to be able to test the features. Package those up and send them along so we have some example code to look through and learn from! I would love to see some implementation of gestures to learn from too!
Please? Pretty please?
07/13/2010 (11:20 pm)
Michael, thanks for the great effort from you and the programmers in getting 1.4 out, and making it (hopefully) the most bug free version yet (he typed, while keeping his fingers crossed)!But on the documentation, I thought that the documentation was finally going to include the new features like how to use the keyboard, how to implement multi-touch, etc. And I thought there was going to be a sample project that showed the correct way to implement these features. It doesn't need to be anything fancy, surely you or the programmers have created simple implementations in order to be able to test the features. Package those up and send them along so we have some example code to look through and learn from! I would love to see some implementation of gestures to learn from too!
Please? Pretty please?
#83
However, I have a full iT2D documentation plan set up right now. I have to go heads down and finish up the Torque 3D API documentation first, though. After the iT2D 1.4 release, that takes top priority. I will have more information to discuss about iT2D docs soon.
07/13/2010 (11:22 pm)
@Warthog - In addition to a small cleanup pass on formatting and some wording, we are including the big Aquarium tutorial you see. However, there is still a lot of progress to be made on the documentation. Right now you will have to rely on what's available, mainly in the demos and source docs.However, I have a full iT2D documentation plan set up right now. I have to go heads down and finish up the Torque 3D API documentation first, though. After the iT2D 1.4 release, that takes top priority. I will have more information to discuss about iT2D docs soon.
#84
07/13/2010 (11:37 pm)
How about posting all the sample projects you and the programmers' have made for testing the features? I don't need a tutorial if I can see it implemented and learn by looking at the code. That would be a huge help if you could!
#85
\o/
I'll be posting again soon to talk about bug fixing, new docs, and what the next release will consist of.
07/13/2010 (11:50 pm)
iTorque 2D 1.4 Released
\o/
I'll be posting again soon to talk about bug fixing, new docs, and what the next release will consist of.
#87
08/01/2010 (9:16 am)
iPhoneStoreKitExample is missing. Folder C:\Program Files\Torque\iTorque 2D 1.4\MyProjects\iPhoneStoreKitExample is empty. Can you put it for download?
#89
We will also have two new tutorials. One improves upon the Fish Aquarium tutorial, adding more iOS code and features. The other is something new. I will post more details in the following week.
08/21/2010 (9:10 pm)
@Johnny Vo - We've been working on a 1.4.1 submission. I've been doing some side work on improving a few modules, simultaneously building up a statement of work for 1.4.1. This will include a fix for the "Mission Base SDK" problem, broken movie player, improved music player, and a list of the top priority bugs.We will also have two new tutorials. One improves upon the Fish Aquarium tutorial, adding more iOS code and features. The other is something new. I will post more details in the following week.
#90
If possible I would like to request that you guys to have a these features used in the examples.
-iPad app
-GUI components
-Music
I've been struggling to get those simple features working with current 1.4 so would love to see them in an example project in 1.4.1.
Thanks!
08/21/2010 (9:33 pm)
@Michael - Thanks for the update. I think we all really want to use 1.4 so this is great news.If possible I would like to request that you guys to have a these features used in the examples.
-iPad app
-GUI components
-Music
I've been struggling to get those simple features working with current 1.4 so would love to see them in an example project in 1.4.1.
Thanks!
#91
08/24/2010 (9:12 pm)
@Michael - Do you have a target date for the release? Thanks!
#92
08/24/2010 (9:30 pm)
Not just yet. You might notice in the forums that I am going through the reported bugs and logging them. This will help me create the statement of work, get an estimate on cost, and prepare a time line.
#93
08/24/2010 (9:31 pm)
Oh...and I just noticed your post about feature requests. Regarding music, were you talking about music from the iPod library?
#94
**Updated** This is indeed a bug. I filed a bug report.
08/24/2010 (9:41 pm)
@Michael - I was talking about using the built in sound calls to play a long wav file. I believe there might be a bug with that in 1.4. I'll look into it more and file a bug report.**Updated** This is indeed a bug. I filed a bug report.
#95
08/28/2010 (8:58 pm)
@Michael - Can I ask that we have a new iTGB build as soon as possible. I need it to port my games to iPad. I think this is a fair request seeing how 1.4 is broken. There are too many core features that are broken.
#96
You shouldn't even be messing with the code Michael, you're the documentation engineer (ironically what this engine badly needs per update).
@Johnny Vo
Usually a total forum uproar would do the trick of allocating resources for a new iT2D build. But since most of us already jumped ship, trust me, it will be wise for you to do that as well (scratch this engine as a loss, they won't give your money back). It's a no-brainer to do 2D (and 3d) on the other engine for only $300 (there are even a healthy supply of plug-ins to make it even easier).
P.S. Here's a plan Torque, just do what you do and eventually iT2D will work in two years time. By then, iPhones and iPads will be as fast as the systems that TGB was designed for, problem solved.
08/29/2010 (7:27 am)
Torque, hire people to work on iTGB full time. It's been two years, you guys should have figured that out by now. The maintenance and improvement of an engine like this can't be done with a few hours of work here and there. Updates still give more headaches than solutions. You shouldn't even be messing with the code Michael, you're the documentation engineer (ironically what this engine badly needs per update).
@Johnny Vo
Usually a total forum uproar would do the trick of allocating resources for a new iT2D build. But since most of us already jumped ship, trust me, it will be wise for you to do that as well (scratch this engine as a loss, they won't give your money back). It's a no-brainer to do 2D (and 3d) on the other engine for only $300 (there are even a healthy supply of plug-ins to make it even easier).
P.S. Here's a plan Torque, just do what you do and eventually iT2D will work in two years time. By then, iPhones and iPads will be as fast as the systems that TGB was designed for, problem solved.
#97
1. I'm not messing with the code. I'm helping oversee the project. By the way...why did you put documentation engineer in quotes?
2. Please do not show up randomly and post for the sake of posting discontent. If you are no longer using the engine, that's fine. If you like to visit the site to see how things are going, also good. However, it's demoralizing and derailing to come in an encourage our users to "jump ship."
Our community is working hard on their games, and we are working hard on our engine. Your post is not appreciated at all.
Edit - This post is inappropriate. I will leave it up, but you can see my admittance to it being wrong and an apology to Ee in this followup post.
08/29/2010 (7:40 am)
@Ee -1. I'm not messing with the code. I'm helping oversee the project. By the way...why did you put documentation engineer in quotes?
2. Please do not show up randomly and post for the sake of posting discontent. If you are no longer using the engine, that's fine. If you like to visit the site to see how things are going, also good. However, it's demoralizing and derailing to come in an encourage our users to "jump ship."
Our community is working hard on their games, and we are working hard on our engine. Your post is not appreciated at all.
Edit - This post is inappropriate. I will leave it up, but you can see my admittance to it being wrong and an apology to Ee in this followup post.
#98
We are so far behind other engines in term of just basic stuff. No real ipad support (buggy... performance not there), hd graphics, physics (need box2d). Yeah I know we have the code and an visual editor and I'm very thankful for those (but alot of bugs).
I do appreciate Michael's work so far but it feels like he's the only one on the team.
08/29/2010 (7:43 am)
@Ee - Thanks for pitching in. I don't understand how iTGB got worse with each update (IMHO). Doesn't seem like they have any part time or full time coder on this project (isn't that weird..its a $750 product). We are so far behind other engines in term of just basic stuff. No real ipad support (buggy... performance not there), hd graphics, physics (need box2d). Yeah I know we have the code and an visual editor and I'm very thankful for those (but alot of bugs).
I do appreciate Michael's work so far but it feels like he's the only one on the team.
#99
I meant no disrespect with that quotes and to you, I 'm just putting emphasis on it (changed it, much better). In fact, you're the only one that's been working with this engine from the beginning.
P.S. By the way, on the other side, every now and then, there will be someone raging (cursing too) about something that is their fault, but they're blaming it on the engine. You won't see their employees say something like that. They still respond with all the courtesy expected by a paying customer.
08/29/2010 (8:17 am)
@MichaelI meant no disrespect with that quotes and to you, I 'm just putting emphasis on it (changed it, much better). In fact, you're the only one that's been working with this engine from the beginning.
Quote:Your post is not appreciated at all.That $750 I paid for pre-ordering a broken product with no one working on it part-time or full time is not appreciated either (Hint: Give me my money back for this falsely advertised product).
P.S. By the way, on the other side, every now and then, there will be someone raging (cursing too) about something that is their fault, but they're blaming it on the engine. You won't see their employees say something like that. They still respond with all the courtesy expected by a paying customer.
#100
I do not want to go round and round on this. I did that for a while prior to 1.3 and 1.4, and it was not fun. I think there are too many assumptions about this product, so let me just clear things up:
1. The product is broken. I do not think so. There are bugs, which are being fixed, but there is a steady stream of games made with iT2D making it to the App Store. Broken means you can't make a game, but that's my take.
2. There are only part-time or no people working. Not true. There is a single iTorque team, but that is what they work on every day. They switch between iTorque 3D and iTorque 2D regularly, but that's all they work on. I definitely want a bigger team and its something we will plan out during budget review for the upcoming quarter (happening this month).
3. iTorque 2D trails behind other engines. I really do not agree. Again, I see the bugs that need to be fixed. I do not see just minor tweaks. I do see critical priority bugs. However, you will be hard pressed to find an engine dedicated to 2D game development that ships with a full editor suite, full source code access, and the number of features iT2D offers.
For the sake of full disclosure and respecting your desire to understand what's going on, I will tell you this. I did ask the iTorque team to put a little more effort on iTorque 3D for this cycle of development. The iTGE guys have been waiting much longer for a product that was actually broken (yes, I said it).
I think I only saw 4 iTGE games made. That's very, very bad. iTorque 3D is coming to a head, and I want to make sure it does not fall through the cracks. iTorque 2D 1.4.1 is being worked on, there was just a shift in priority to hit an iT3D deadline. I would like to please both engine owners, but the manpower adjustment helped us keep from slipping again.
In another community I recently said something about honest posting. Sometimes it's not exactly what you want to hear and you may not like it at all. However, out of respect I want to be honest and provide some transparency. This is not an excuse post, it's an honest post. That's the best I can do right now.
08/29/2010 (3:54 pm)
@Ee - Alright. Reviewing what I posted last night, it was a knee jerk reaction. I did feel someone insulted and attacked, but that interpretation was wrong. I should have been thought it through before hitting the post button. I apologize for the lack of courtesy.I do not want to go round and round on this. I did that for a while prior to 1.3 and 1.4, and it was not fun. I think there are too many assumptions about this product, so let me just clear things up:
1. The product is broken. I do not think so. There are bugs, which are being fixed, but there is a steady stream of games made with iT2D making it to the App Store. Broken means you can't make a game, but that's my take.
2. There are only part-time or no people working. Not true. There is a single iTorque team, but that is what they work on every day. They switch between iTorque 3D and iTorque 2D regularly, but that's all they work on. I definitely want a bigger team and its something we will plan out during budget review for the upcoming quarter (happening this month).
3. iTorque 2D trails behind other engines. I really do not agree. Again, I see the bugs that need to be fixed. I do not see just minor tweaks. I do see critical priority bugs. However, you will be hard pressed to find an engine dedicated to 2D game development that ships with a full editor suite, full source code access, and the number of features iT2D offers.
For the sake of full disclosure and respecting your desire to understand what's going on, I will tell you this. I did ask the iTorque team to put a little more effort on iTorque 3D for this cycle of development. The iTGE guys have been waiting much longer for a product that was actually broken (yes, I said it).
I think I only saw 4 iTGE games made. That's very, very bad. iTorque 3D is coming to a head, and I want to make sure it does not fall through the cracks. iTorque 2D 1.4.1 is being worked on, there was just a shift in priority to hit an iT3D deadline. I would like to please both engine owners, but the manpower adjustment helped us keep from slipping again.
In another community I recently said something about honest posting. Sometimes it's not exactly what you want to hear and you may not like it at all. However, out of respect I want to be honest and provide some transparency. This is not an excuse post, it's an honest post. That's the best I can do right now.
Employee Michael Perry
ZombieShortbus