Questions about using iTorque 1.51
by Blake Drolson · in iTorque 2D · 07/13/2012 (2:26 am) · 6 replies
Hi there,
I am currently starting the process to port our TGB game DripDrip over to iTorque2D in order to get it to run on the iPad, and eventually the iPhone. I have been reading the docs that I can find, and have looked at the docs that come with 1.51, also the docs in an older version of ITorque (getting started, users guide, best practices), Finally I have been reading docs on the apple iOS developer library. After reading this and trying to get started, I have some questions which I would like to figure out, and would appreciate any help.
1) So in reading the main iTorque docs, in the setup section, they say to install the iOs SDK. I think the picture lists iOS SDK 4.2. When I follow the link in the docs, if I try to download it tells me to download Xcode 4.3.3, and the iOS SDK is built in. My question is , what version of the SDK do I need to have installed to use ITorque 1.51, and what version of Xcode? Is it possible to intall a stand alone version of the IOS SDK and use it with Xcode 4.1?
2) Related to the first question, if I need to install the latest version of Xcode (4.3) to do IOS development with iTorque, is it possible to also keep Xcode 4.1 on my machine at the same time. I ask this because I need Xcode 4.1 to continue to develop the MAC version of our game, because using 4.1 allows me to use the non-LLVM version of the GCC compiler, which allows me to play OGG sound files on the MAC.
3) Are there updated versions of the older iTorque docs I was reading (best practice, users guide, getting started). There was a lot of information in those docs I didn't see in the other docs, and wondering if theres more recent versions out there.
4) In regards to docs and getting up to speed, are there other docs or info to look at to help me get started and port DripDrip from TGB 1.76 to iTorque? Anything a little more summarized and to the point than the apple docs? It took a lot of digging on my part to find out that you need a USB cable connected to your iPad to run your game on the device, and I guess I am looking for a nice tools and workflow doc that is more straightforward. Ipad still on the way, I didn't know if there was a USB connection or not, and I guess I am a bit overwhelmed by all the new development info.
5) Last question, if I download the 1.51 preview tar file on my mac, would I be missing anything if I didn't previously install 1.5 with the DMG installer? Or do I need to install 1.5 via the DMG, then use the 1.51 engine from the tar file?
Ok thats it for now, thanks in advance for any responses!
I am currently starting the process to port our TGB game DripDrip over to iTorque2D in order to get it to run on the iPad, and eventually the iPhone. I have been reading the docs that I can find, and have looked at the docs that come with 1.51, also the docs in an older version of ITorque (getting started, users guide, best practices), Finally I have been reading docs on the apple iOS developer library. After reading this and trying to get started, I have some questions which I would like to figure out, and would appreciate any help.
1) So in reading the main iTorque docs, in the setup section, they say to install the iOs SDK. I think the picture lists iOS SDK 4.2. When I follow the link in the docs, if I try to download it tells me to download Xcode 4.3.3, and the iOS SDK is built in. My question is , what version of the SDK do I need to have installed to use ITorque 1.51, and what version of Xcode? Is it possible to intall a stand alone version of the IOS SDK and use it with Xcode 4.1?
2) Related to the first question, if I need to install the latest version of Xcode (4.3) to do IOS development with iTorque, is it possible to also keep Xcode 4.1 on my machine at the same time. I ask this because I need Xcode 4.1 to continue to develop the MAC version of our game, because using 4.1 allows me to use the non-LLVM version of the GCC compiler, which allows me to play OGG sound files on the MAC.
3) Are there updated versions of the older iTorque docs I was reading (best practice, users guide, getting started). There was a lot of information in those docs I didn't see in the other docs, and wondering if theres more recent versions out there.
4) In regards to docs and getting up to speed, are there other docs or info to look at to help me get started and port DripDrip from TGB 1.76 to iTorque? Anything a little more summarized and to the point than the apple docs? It took a lot of digging on my part to find out that you need a USB cable connected to your iPad to run your game on the device, and I guess I am looking for a nice tools and workflow doc that is more straightforward. Ipad still on the way, I didn't know if there was a USB connection or not, and I guess I am a bit overwhelmed by all the new development info.
5) Last question, if I download the 1.51 preview tar file on my mac, would I be missing anything if I didn't previously install 1.5 with the DMG installer? Or do I need to install 1.5 via the DMG, then use the 1.51 engine from the tar file?
Ok thats it for now, thanks in advance for any responses!
#2
The Xcode question is a little trickier. As far as I know Apple pack the Xcode and iOS sdk downloads together in one huge dmg meaning its hard to install the latest iOS without installing the latest Xcode too. As for installing two Xcodes, I've never tried changing the install location, so mine always overwrites itself. Next update lill see if that's even an option.
07/16/2012 (3:10 pm)
iT2D downloads are entirely self contained, you don't need any previous version installed for them to work.The Xcode question is a little trickier. As far as I know Apple pack the Xcode and iOS sdk downloads together in one huge dmg meaning its hard to install the latest iOS without installing the latest Xcode too. As for installing two Xcodes, I've never tried changing the install location, so mine always overwrites itself. Next update lill see if that's even an option.
#3
I guess I can try to install the latest xcode along side xcode 4.1, see if they can co-exist. If that doesn't work, I guess I can think about removing all ogg's from my mac version of the game, so I can use the latest xcode version. Not sure what file format to use instead. Don't really want to do that.
Well if no other solution, maybe a cloned partition of OSX would allow different versions of Xcode to be installed?
07/16/2012 (6:49 pm)
Ok thanks Conor for that answer about iT2d downloads being self contained, good to know.I guess I can try to install the latest xcode along side xcode 4.1, see if they can co-exist. If that doesn't work, I guess I can think about removing all ogg's from my mac version of the game, so I can use the latest xcode version. Not sure what file format to use instead. Don't really want to do that.
Well if no other solution, maybe a cloned partition of OSX would allow different versions of Xcode to be installed?
#4
Also interesting is that my 4.1 project using "gcc 4.2" as its compiler got brought into 4.3.3 and used "gcc 4.2" to compile, just gave me one unsupported compiler error at the end. Might look into getting around that later so I can just use 4.3.3, but for now I am going to use both and see how that goes.
08/14/2012 (10:46 pm)
Well to answer my own question, I just installed xcode 4.3.3 along side Xcode 4.1 and they seem to coexist fine. The Xcode 4.3.3 installer did offer me a button to uninstall my older version, I just didn't use it. :)Also interesting is that my 4.1 project using "gcc 4.2" as its compiler got brought into 4.3.3 and used "gcc 4.2" to compile, just gave me one unsupported compiler error at the end. Might look into getting around that later so I can just use 4.3.3, but for now I am going to use both and see how that goes.
#5
iTorque bugs (1.5/1.5.1)
- eval (local variables) works differently from T2D (eval doesn't work as it should and is not usable in iT)
(possible fix: http://www.garagegames.com/community/resources/view/21806/1#comment_form)
iT2D & T2D shared structure and code compatibility (to get games working almost identically on both platforms)
- applying changes made to T2D engine on iTorque engine (we made a lot of them to enhance workflow an such, eg. T2DsceneObject, T2DStaticSprite & T2DAnimatedObject, preprocessor)
- particles (diff incompatible EFF files - new property in iTorque)
- shared scripts (main, game) and shared resources (levels, scripts, images, audio...) -> shared structure of directories (we want to have ONE resources for both engines)
- ogg vs wav (sound)
- ogg vs mp3 (music)
- correct usage of t2dScrollers and sourceRect functions in iTorque
- user input TScript functions (touches instead of clicks)
- ipad3 support (http://www.garagegames.com/community/resources/view/21665/)
Comment 85 should help a bit: http://www.garagegames.com/community/blog/view/21277/5#comments
iT2D & T2D & TGB enhancements (what we need to implement)
- appstore in-app purchases
- FB connect with common online communication integration (via https)
- in-app ads (apple, tapjoy)
- rating of app, push notifications and other system "notices"
- usage of GameCenter (is already integrated)
iT2D & T2D & game memory & performance optimizations (to get it working smoothly even on ipad1)
- TODO :)
Other stuff that could help:
http://www.garagegames.com/community/blog/view/21804/1
http://www.garagegames.com/community/forums/viewthread/130972
http://www.garagegames.com/community/forums/viewthread/131188
http://www.garagegames.com/community/forums/viewthread/130887
I will try to post lessons&learned or just some blog post about process we are currently passing through. CE version of iTorque, whwre people would share all their discoveries and enhancements would be PERFECT.
08/15/2012 (9:02 am)
Good luck with porting your game. We are currently 90% done with our 3 years development of T2D game and want to release it on iPad using iTorque too. From what we know so far you will encounter much more problems than those with xcode, compilers and skds. Info provided in this post is based on our internal tests and other posts from GG forum.iTorque bugs (1.5/1.5.1)
- eval (local variables) works differently from T2D (eval doesn't work as it should and is not usable in iT)
(possible fix: http://www.garagegames.com/community/resources/view/21806/1#comment_form)
iT2D & T2D shared structure and code compatibility (to get games working almost identically on both platforms)
- applying changes made to T2D engine on iTorque engine (we made a lot of them to enhance workflow an such, eg. T2DsceneObject, T2DStaticSprite & T2DAnimatedObject, preprocessor)
- particles (diff incompatible EFF files - new property in iTorque)
- shared scripts (main, game) and shared resources (levels, scripts, images, audio...) -> shared structure of directories (we want to have ONE resources for both engines)
- ogg vs wav (sound)
- ogg vs mp3 (music)
- correct usage of t2dScrollers and sourceRect functions in iTorque
- user input TScript functions (touches instead of clicks)
- ipad3 support (http://www.garagegames.com/community/resources/view/21665/)
Comment 85 should help a bit: http://www.garagegames.com/community/blog/view/21277/5#comments
iT2D & T2D & TGB enhancements (what we need to implement)
- appstore in-app purchases
- FB connect with common online communication integration (via https)
- in-app ads (apple, tapjoy)
- rating of app, push notifications and other system "notices"
- usage of GameCenter (is already integrated)
iT2D & T2D & game memory & performance optimizations (to get it working smoothly even on ipad1)
- TODO :)
Other stuff that could help:
http://www.garagegames.com/community/blog/view/21804/1
http://www.garagegames.com/community/forums/viewthread/130972
http://www.garagegames.com/community/forums/viewthread/131188
http://www.garagegames.com/community/forums/viewthread/130887
I will try to post lessons&learned or just some blog post about process we are currently passing through. CE version of iTorque, whwre people would share all their discoveries and enhancements would be PERFECT.
#6
08/15/2012 (2:32 pm)
Thanks Peter for all the good info, some of that I knew, some I did not. Really appreciate the feedback and help.
Torque Owner Blake Drolson
Imminent Games
Short versions of questions :)
1)I want to use xcode 4.1 for my mac development so I can use Ogg's, is it still possible to install iOs SDK seperatly?
2) If I can't and I need to install new version of Xcode for Ios SDK, can one machine have xcode 4.1 and xcode 4.3.3 installed together?
5) Do I need to install ITorque 2d 1.5 if using 1.51 from tar file?