iTorque 2D Status - 7/2/2010
by Michael Perry · in iTorque 2D · 07/02/2010 (11:58 am) · 1 replies
Hey all. We have not forgotten about you. We have been very "heads down" the past week or two. In an effort to improve communication for all our engines, each product manager or producer will post a monthly update (at the very least). I still plan on posting small updates in individual threads, but these monthly update posts are a big round-up of what's happened and what will happen.
- 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.
Disclaimer: All time frames in this thread are estimates and should not be considered final
Where are we?
We have had three main tasks to work on:- 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.
When will it be ready?
The release candidate goes into QA's hands on 7/3/2010, and the community will get it on 7/5/2010. If it clears QA certification, the build will go from RC to live release.Disclaimer: All time frames in this thread are estimates and should not be considered final
About the author
Programmer.
Employee Michael Perry
ZombieShortbus