Game Development Community

1/24/2011 Status Update

by Michael Perry · in iTorque 2D · 01/24/2011 (10:01 am) · 44 replies

Welcome!

Hey everyone. First, let me welcome all of our new iTorque 2D users. The number of you who have joined our ranks is astounding. To those who have stuck with us through thick and thin, welcome back =)

This status update is to let you know we are getting back into full swing. It took some time to get things going, but I think we may have broken a record for getting a company off the ground. iTorque 2D work has been occurring silently during the transition, but most of our long time users already knew about this. I have written a quick summary of what is going into v1.4.1. I wanted to post this to get feedback from you all and gather anything critical that is missing from the list. Let's start with fixes and useful additions:

Tracked tasks (logged in Jira)

- ITGB-95 Add new music demo
- ITGB-94 Import Aquarium Project
- ITGB-93 Fix stopiPhoneAudioStream usage string
- ITGB-92 Setting status bar bugs
- ITGB-91 Cleanup full screen variables
- ITGB-90 MainWindow.xib targeted for iPhone OS 2.0
- ITGB-89 Reading XML - error notify has filename hardcoded
- ITGB-88 iPhoneOGLVideo::rotateToAngle() gives unpredictable results
- ITGB-87 Returning very long strings from a function causes crash EXC_BAD_ACCESS in audio driver
- ITGB-86 Cannot create polygon objects in editor
- ITGB-85 Spatial information initially incorrect
- ITGB-84 Gameplay Template Build And Run broken
- ITGB-83 Use of custom OSX folder icons
- ITGB-82 Using GUI causes all objects to disappear in OSX iTGB editor
- ITGB-81 Windows 7 "Unable to Open Project"
- ITGB-80 Apps referencing wrong directories
- ITGB-79 isFile() and OpenForRead() broken
- ITGB-78 iDevice Resolution will always default to SMALLW/H
- ITGB-77 Sounds come out static on Mac version
- ITGB-76 Black screen on playiPhoneMovie

Untracked and regression tasks:

- Verify loading of external files for tilemaps, particle effects, and audio
- Add new shooter demo
- Update docs
- Multi-touch enhancement integration
- File I/O Issue

Overview of 1.4.1 goals based on Conor O'Kane thread


Fixed or not an issue in 1.4.1:
- Delete the /scripts folder from the new project as old torque projects use /gamescripts instead
- Set the correct level file to load in game.cs as loading "%level" doesn't work
- Replace all the instances of clone() in your game with cloneWithBehaviors() since clone() is bugged
- Add a %this.setUsesPhysics(true) for every moving object in the scene in its onLevelLoaded callback (do not use the editor checkbox - this doesn't work)
- Edit the engine source so that particle effects continue to play after leaving the camera
- Edit the engine source so that particle systems load correctly
- Ignore the fact that the audio doesn't work on the Mac
- Change all of your onMouseDown scripts to oniPhoneTouchDown
- Do the same for mouseDragged and mouseUp
- Manually edit the .t2d file replacing every particle effect's load path, since saving a level wipes these
- Make sure you're building for current OS
- Make sure you're compiling with GCC 4.2

Most likely fixed by the above:
- Discover that many of your objects aren't showing up or moving properly
- Updated documentation and the need for a clean demo

Note - The above list was generated based on Conor's feedback, which is extremely valuable. The goal is to solve the most glaring and basic usability problems via the bug fixes, update docs, and demos.

Looking forward to your feedback.
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#41
02/17/2011 (3:08 pm)
@Michael Any rough ETA on the 1.4.1 final?

In the meantime if I wished to start a project using iTorque 1.4.1 in Windows, would I be safe to assume my project will port over to the final 1.4.1?

Cheers
#42
02/17/2011 (6:01 pm)
Great news Michael,

Do the fixes you listed include everything in my list earlier in this thread?

http://www.garagegames.com/community/forums/viewthread/123945/1#comment-796003

Thanks!
#43
02/17/2011 (6:14 pm)
@Warthog:

Quote:1. You did not list the problems I had saving using "while" and "for" loops that I am pretty sure you fixed. http://www.garagegames.com/community/forums/viewthread/121299

2. Also, don't forget to incorporate the fix for reading files (the code doesn't look in the one place you are allowed to save). http://www.garagegames.com/community/forums/viewthread/118719/1

3. Tilemaps working now? http://www.garagegames.com/community/forums/viewthread/122695

4. The selecting bitmaps in the Gui Editor Bug? http://www.garagegames.com/community/forums/viewthread/122091

5. And of course the Multi Touch Enhancement that really should be part of the code: http://www.garagegames.com/community/resources/view/19809/

2,3,4 and 5 are all confirmed. The first issue related to "for" and "while" was actually not as fully tested on my end as I thought. I can't get a definitive reproduction working for development, but I think that might have something to do with other fixes I made + the choices in preprocessor definitions I have enabled. It's quite possible that another one of my fixes took care of it.

Can you easily reproduce this in the iT2D 1.4.1 Preview build?
#44
02/18/2011 (1:29 pm)
any chance of pinch zooming documentation? I know Justin wrote a resource but it would be good to have official.
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