Game Development Community

iTorque 2d 1.5.1 Release??

by Jack-S- · in iTorque 2D · 12/27/2011 (7:45 am) · 179 replies

Moderator Note: 1.5.1 Preview is available for download from your account. On Windows it is a zip file. On OS X, it is a tar. This is a full copy of the engine, so you can extract to a fresh location. It will still access v1.5 settings files.

Hi guys I havent been on the forums for number of weeks now, I was just wondering when iTorque 1.5.1 will be released?? I have a project which is now sitting limbo because of number of problems which im hoping will be fixed with 1.5.1 but until then I cant complete. I was just wondering if anybody knows when 1.5.1 is scheduled to come out??
Thanks in advance.
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#1
12/28/2011 (10:56 am)
@Jack-S- Can you list the issues preventing you from moving forward. I am prioritizing the list of bug fixes for 1.5.1 this week.
#2
12/29/2011 (8:53 am)
iT2D works well enough for me to have recently completed a large project (and get it onto the app store). However, I got so sick of the bugs in the particle editor that I ended up creating all particle effects in script. Also, the intermittent imagemap creation bug did annoy me a tad (so I just added a couple last images manually).

I have to say that I think iT2D 1.5 is great. I love the level datablocks (though I modified it to account for blocks of similar levels).

I suppose that people new to Torque might be having problems with the various examples and tutorials not quite matching the current version (leading them to the belief that there are bugs which don't actually exist); but this has been an issue for years (as each new version of TGB and iT2D comes out) and is not something that can be easily fixed.

While I don't expect it for 1.5.1, I do hope that a new version to happen sometime soon (within a year) will address changing the root UIWindow to root UIViewController issue. Apple is already being snarky about this and have clearly stated that they expect it in the near future.

Another not-1.5.1-but-soonish... I think that the long time it takes to load the engine's resources (which Apple really doesn't like - trust me on this one!) can be faked out by placing splash screens into UIViews in Xcode, rather than waiting for the engine to load and then pushing out the splash screens. Apple wants apps to load instantly. The only way to do this is to delay the loading of the engine until after the user sees something other than the default loading image.

Oddly enough, I think that this last issue might be the most important thing facing GG right now.

Sorry if I got off topic a bit, but I honestly think that there are larger issues at play here than squashing a couple minor bugs in 1.5 (which I have absolute faith that the good people at GG are working hard on).
#3
12/29/2011 (6:53 pm)
Well, the biggest thing on my features wishlist would be adding pivot points to t2dSceneObjects.

A minor nitpick would be how MoveTo() generates warnings about requiring usePhysics but RotateTo() doesn't.

Something thats bothersome - the preload flag on t2dImageMapDatablock overrides the allowUnload flag, but I don't know if that's documented anywhere.
#4
12/29/2011 (7:15 pm)
any chance of including this resource in 1.5.1?

www.garagegames.com/community/blogs/view/20986

it adds debug output to Visual Studio
#5
01/03/2012 (8:42 am)
@ Micheal - Hi the two main problems which are holding me back are:

1. scene buttons only working under certain simulator settings. in this case a touch button(s) will only work under Ipad simulator and nothing else.
both in xcode and iTorque.

2. touch buttons will only work if placed within a certain are around the centre of the camera area/screen. if placed outside this area touch functionality stops working..

possible 3. the mounting within the engine interface doesnt seem to work however I have mounted successfully through code.


@ Don - I agree there are big issues with loading times, with tutorials and such but I do second the fact that working with iTorque has been really great and once I have finished this piece of software I will definitely use it again for my next project.
#6
01/06/2012 (3:36 am)
Any news about 1.5.1?
#7
01/06/2012 (6:16 am)
@Andrea - I don't have a release date for you, but I can say work is not stalled. I'm taking the feedback in this thread into consideration.
#8
01/06/2012 (9:15 am)
I don't know if this should be high priority, but the ability to port particle effects and tilemaps from T2D to iTorque would be greatly welcomed.

Other than that, please try to have the Root View Controller issue solved before it becomes an official requirement. It would also simplify the current method to implement ads, so there's that extra bonus.
#9
01/06/2012 (9:56 am)
@Luis -

Quote:Other than that, please try to have the Root View Controller issue solved before it becomes an official requirement.

I believe that will be at the top of the priority queue, as I also anticipate it becoming a requirement.
#10
01/06/2012 (12:35 pm)
Alright, since it is community hour I have time to talk about 1.5.1. There are three issues that have prompted us to expedite the update:

1. Add root UIViewController
2. Fix rotation and portrait problems
3. Implement turn-based networking code

Aside from those, here is my current list of bugs to address. The list is based on low-hanging fruit and critical blockers (in my eyes):

ITGB-295
Final getiPhoneKeyboardInput Crash Bug

ITGB-288
Universal App Rotation Bug

ITGB-144
Particle File Corruption

ITGB-289
Automate t2dSceneWindow Resizing for UnApp Support

ITGB-286
Can't create object in scene

ITGB-145
Particles stop playing when off camera

ITGB-98
Clean up Xcode Warnings

ITGB-293
Orientation functions missing in template

ITGB-284
scripts/datablocks.cs has been removed from template projects, but is still looked for by system/projectManagement.cs

ITGB-278
Default project template game.cs script contains code specific to FeatureDemo

ITGB-266
Redefinition of EAGLContext in iPhoneOGLVideo.h

ITGB-251
Creating a project name containing a SPACE works fine, but breaks open xcode project buttons

Issues that have not been logged in our bug tracker that have my attention are:

1. Loading time
2. Xcode warning count
3. Improved touch callbacks (on touch leave, on touch enter)
#11
01/06/2012 (1:45 pm)
Quote:2. touch buttons will only work if placed within a certain are around the centre of the camera area/screen. if placed outside this area touch functionality stops working..

This is a strange one. I know that Richard ran into an issue in T3D where a GUI in the scenegraph (which was not visible) was registering mouse clicks rather than anywhere in the scene. I wouldn't be surprised if something similar is occurring here with touch events.
#13
01/06/2012 (6:41 pm)
That list is exciting!
#14
01/07/2012 (10:46 am)
By any chance, is there a work-around for ITGB-145 at the moment? I have 2 projects in which this bug is being a pain.
#15
01/07/2012 (2:34 pm)
@Luis - Disable PUAP_OPTIMIZE in the project settings.
#16
01/07/2012 (4:32 pm)
Thanks Michael, I love how even in the weekend you can get help here!

Are there any side effects from disabling it that I should keep an eye out for?
#17
01/08/2012 (7:43 am)
@Luis - If you perform a search for PUAP_OPTIMIZE in the source, you will see it spiders through a lot of code that handles iterations and quantities. I haven't benchmarked it lately, but previously there was a performance hit. It was mainly meant to squeeze FPS out of physics on 1st and 2nd gen devices. For 1.5.1, rather than use PUAP_OPTIMIZE for the particle issue, I'm going to put a simple flag on the particle effect itself so you can control this functionality without changing the other optimizations.
#18
01/08/2012 (7:44 am)
Quote:Thanks Michael, I love how even in the weekend you can get help here!
You're welcome. I'm glad you like our support =)
#19
01/10/2012 (6:17 am)
@ micheal Hi I was wondering if any of the bugs that I mentioned were getting any attention? as I had quick read through the list and couldnt see them.
#20
01/10/2012 (6:53 am)
@Jack-S- I will be reviewing the input bugs you mentioned, yes.
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