Game Development Community

iTorque 2D 1.4 (Release Candidate Now Available!)

by Michael Perry · in iTorque 2D · 05/10/2010 (9:57 am) · 118 replies


static.torquepowered.com/static/pg/blogs/eric/Torque_Logo_Horizontal_onWhite%20copy.png

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 .tgz

2. 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
Fixes:
  • 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.
Notes:
  • Behaviour directory changed: game/behaviors to game/scripts/behaviors
Internal:
  • 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)
img340.imageshack.us/img340/5666/screenshot215c.jpg

New iDevice Settings (manage your device type and frameworks from editor)
img697.imageshack.us/img697/6664/screenshot207v.jpg

GPS Location Example
img46.imageshack.us/img46/6784/img0247q.png
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#101
08/31/2010 (10:06 am)
@Michael
No problemo (I still want my money back though).

You are the public face of this engine, but don't take these posts personally.

I still stand by my view of iT2D, and the two years that it's been in development is not making it any better.
#102
09/02/2010 (2:36 pm)
@Michael: #89 any news about 1.4.1, is there any ETA and details about it?
#103
09/07/2010 (8:15 pm)
Michael,

Transparency buys alot of credibility with me.

As game developers we know how hard coding is, and making engines is even harder. So you being honest about the good and the bad continues to increase my trust in the product.

I'll always buy from "humans" over corporations whenever I can. Thanks for making this product more human.


#104
09/07/2010 (11:17 pm)
eE

I is no problems with 1.4 and published my game and it work good.

Me is vely happy and you is wrong what you say.

If you is a good coder, you could published a complete 1.3 game.

1.4 has lot feature and works awesome, make my happy.

One other thing, nothing is stopping you from adding any features you is feel missing.

From what I can tell Michael is a project manager and IMO is doing a great job.

If you could not code a game within 2 years, you should be pointing the blame at yourself. Even a 12 year old kid has made a iTGB game.
#105
09/09/2010 (8:17 pm)
@Dean
None of the ill-feelings I have was directed at Michael, if you carefully read it.

I used cocos2d for a while and then switched to the other guys a few months after their engine was released. So I've had a fruitful two years.

Thanks for the advice though. I will, from now on, constantly remind myself of that heroic 12 year old that managed to raise $750 by selling lemonade and cookies, then found time to be a Torque savant in between school and soccer practice. May he be a role model to us all.
#106
09/17/2010 (6:35 am)
@Michael/LUMA: can you post any update about progress on 1.4.1?
#107
09/19/2010 (2:20 pm)
Between the forums and our testing, we managed to isolate about 30 bugs, 2 improvements and 3 tasks. I've been posting fixes in the forums as we come across them and the build will enter the hands of QA on Monday.

In addition to the bugs, we also have two new demos and updated documentation.
#108
09/24/2010 (9:58 pm)
That's great news! Please tell me you have a demo that actually uses iPhone features like the keyboard, gestures, multi-touch etc? That would be really really helpful!

Thanks Michael.
#109
09/25/2010 (12:17 am)
Michael mentioned on IRC that he's got some extra demos that need polish. Hopefully he can convince the boss-men it's worth allocating resources to, because we all want more demos than the selection in 1.4 :)
#110
09/26/2010 (5:30 pm)
RESOLVED

Shawn Simas replied to iT2D 1.4 Beta 2 - getIphoneKeyboardInput() not working - RESOLVED (http://www.torquepowered.com/community/forums/viewthread/115551/1#comment-780803):

To fix /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.1.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIView.h:250:0 /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.1.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIView.h:250: error: expected `)' before '(' token

You need to set GCC 4.2 in the c/c++ compiler version.

for more info check
www.torquepowered.com/community/resources/view/19979

----------

Hi Michael

Sorry to post on here but I'm getting desperate...

I'm blocked by a keyboard entry bug that has reportedly been fixed ( ITGB-48), but I can't get a fresh install and new project to even compile on the release version. In addition upgrading my project from the Beta would be really hard due to the number of code changes I've made on the engine side. I'd really like to get the individual fix as offered by Sven in this thread...

http://www.torquepowered.com/community/forums/viewthread/115551

Is that something you can help with? I'm sticking with Torque iPhone for my game but being ignored on the forums is not helping me make a kick-ass game with the engine.

Thanks, all the best

Seb
#111
09/27/2010 (9:19 am)
Wow, I tend to be outspoken sometimes in some of my posts, but I'm amazed at some of the comments in this one, and there is no excuse for attacking members of this community. Yes, there are problems with iTGB, but most of the time there is usually an easy workaround. Even the scripting engine is fast enough if you are careful in the way you use it, and put some effort into implementing some of the optimisation tricks that have been mentioned in the forums etc. I do think that in order to use iTGB effectively the developer needs to have some programming skills, as tweaking is definitely required to obtain a decent framerate, especially in an action game that requires fast FPS, but as long as you have the right skills I think iTGB is pretty easy to use, and it works.

I'm sure there are many problems with some of the other game engines too, and considering the complexity of a game engine like this $750 is pretty cheap actually. I might move on in future, but for now I am definitely sticking with iTGB.
#112
10/06/2010 (6:03 am)
@Michael/LUMA: can you post any update about progress on 1.4.1?
#113
10/16/2010 (8:47 am)
@Michael/LUMA: any news?
#114
10/16/2010 (3:53 pm)
Based on a blog from Conor, there were a few more bugs we felt should be added to the list for fixes. This reset the QA cycle. We really want 1.4.1 to be solid, so I'm being very careful about making sure things do not slip through the cracks.
#115
10/18/2010 (7:03 am)
@Michael: thank you for update, but i will be really great to post update about progress most often
#116
11/01/2010 (8:37 pm)
Michael,

Could we get an update on 1.4.1?

I appreciate the desire to make it solid, but I think more than a few of us are running into significant problems with 1.4.

I know we have had to delay release for 4 months now and the only thing we are waiting on is memory leak/allocation issue. We've done loads of testing, tried lots of different solutions. I'm afraid our last shot is that 1.4.1 fixes...or we will have to go to another engine.

It worked great on 1.3, but no longer.

Thanks,
Django
#117
11/12/2010 (11:56 am)
Any news about 1.4.1?
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