Now that we know iT2D is currently "standing still" .. a CE discussion (shut down feb2013)
by TheGasMan · in iTorque 2D · 08/02/2012 (12:44 pm) · 93 replies
Original post:
As seen in post #19 and #20
iT2D is at a current stand still that will last at least a few months..perhaps longer..perhaps indefinitely for it's singular form of being iT2D. Hence the following discussion..
Scott takes over iT2DCE
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Now that both the legacy updates and the new T2D MIT have been released it's time for a bit of housekeeping.
As I said back in October when I put this up it was only going to be temporary until the updates and new T2D had shipped. Now that we've reached that point it's time take this repo down. The few improvements that were committed to this are already present in the 1.6 update. So no one has to worry about losing any useful code.
I'll leave it up for 2 weeks and then the repo will be deleted.
As seen in post #19 and #20
iT2D is at a current stand still that will last at least a few months..perhaps longer..perhaps indefinitely for it's singular form of being iT2D. Hence the following discussion..
Scott takes over iT2DCE
----------------------------------------------------
[UPDATE]
Scott wrote:Now that both the legacy updates and the new T2D MIT have been released it's time for a bit of housekeeping.
As I said back in October when I put this up it was only going to be temporary until the updates and new T2D had shipped. Now that we've reached that point it's time take this repo down. The few improvements that were committed to this are already present in the 1.6 update. So no one has to worry about losing any useful code.
I'll leave it up for 2 weeks and then the repo will be deleted.
About the author
gameartstore.com
Recent Threads
#62
Executables shouldn't really be checked in anyway. We've learned via T3D that checking in executables is even worse for git than svn. I included those for just an initial download and go.
10/08/2012 (4:01 pm)
It was started from the last preview build we released. There should be mac versions in there, but something may have got lost in the merge I did between the Mac and PC build. All the code is there though, so you should be able to just rebuild. Executables shouldn't really be checked in anyway. We've learned via T3D that checking in executables is even worse for git than svn. I included those for just an initial download and go.
#63
My Github is codesmiths, if you could set me up with access :-)
Jonathan
10/08/2012 (4:51 pm)
Hi Scott,My Github is codesmiths, if you could set me up with access :-)
Jonathan
#66
10/08/2012 (7:48 pm)
You're all set.
#69
my Github is Andrew72
can I help you ? And how ?
What is the state of art now ?
thanks
Andrea
10/09/2012 (11:42 am)
Hellomy Github is Andrew72
can I help you ? And how ?
What is the state of art now ?
thanks
Andrea
#70
I gave you pull access since you didn't specify. Let me know if you want push access.
10/09/2012 (4:59 pm)
@AndreaI gave you pull access since you didn't specify. Let me know if you want push access.
#71
10/09/2012 (9:28 pm)
Hei sorry ... yes I want access to it .... thanks
#72
I wouldn't know where to start adding these to 1.5.1 so I'm reluctant to check-in any code changes to this version. Is anyone actually using 1.5.1, and if not, can we get this Github repository modified to be based on 1.5?
10/15/2012 (7:25 pm)
It's a little disappointing that this is based on 1.5.1 preview, as this has bugs which to my knowledge, nobody has fixed (www.garagegames.com/community/forums/viewthread/130887) - whereas I've been able to fix all orientation and iPad 3 retina issues by adding Paul Jan's Root View Controller resource to iT2D 1.5I wouldn't know where to start adding these to 1.5.1 so I'm reluctant to check-in any code changes to this version. Is anyone actually using 1.5.1, and if not, can we get this Github repository modified to be based on 1.5?
#73
10/24/2012 (3:16 pm)
Either is fine by me.
#75
You're all set.
@Conor
If you want to change it all to 1.5 then go right ahead. That's up to you guys. As I said before, I'm not monitoring this repo beyond granting people access.
10/29/2012 (6:55 pm)
@IyadYou're all set.
@Conor
If you want to change it all to 1.5 then go right ahead. That's up to you guys. As I said before, I'm not monitoring this repo beyond granting people access.
#76
I hope you guys can attract a fresh batch of bright-eyed and bushy-tailed game developers with the next Torque.
11/01/2012 (8:17 am)
With the last update to Xcode everything Torque related on my machine now gives various build problems. At this point I've decided it's time to move on and pursue other engines or roll my own using some core library. I hope you guys can attract a fresh batch of bright-eyed and bushy-tailed game developers with the next Torque.
#77
You should try Unity3D a try, on combination with the 2d toolkit it's a dream come true!! I started using it +/- 1 month and I'm almost where I left off with itorque, but with itorque that took me 7 months!!
And yes it costs a lot more if you want to build for ios($500 + $65 for 2dtoolkit), and no you don't get the source code, but they also don't assume you go off and fix bugs that they should have fixed. And I can now port my game over to ios/android/pc/mac/linux/webpage/flash with a push on the button, literally!
Not to diss gg or anything, but you guys have a long way to go if you want to compete with unity. And not only technology wise, but also in supporting your customers. Well, that's enough ranting for today, keep up the good work and I really hope you guys get it together!
11/01/2012 (8:42 am)
@Joe O:You should try Unity3D a try, on combination with the 2d toolkit it's a dream come true!! I started using it +/- 1 month and I'm almost where I left off with itorque, but with itorque that took me 7 months!!
And yes it costs a lot more if you want to build for ios($500 + $65 for 2dtoolkit), and no you don't get the source code, but they also don't assume you go off and fix bugs that they should have fixed. And I can now port my game over to ios/android/pc/mac/linux/webpage/flash with a push on the button, literally!
Not to diss gg or anything, but you guys have a long way to go if you want to compete with unity. And not only technology wise, but also in supporting your customers. Well, that's enough ranting for today, keep up the good work and I really hope you guys get it together!
#78
Your post reads like a marketing flier rather than a rant, which is different than a lot of the teams I worked with. And they absolutely love Unity, but were aware of the warts that every engine has, especially in terms of porting between platforms.
11/01/2012 (9:20 am)
I'm glad you're finding success with Unity after the difficulty you had with our engine. Have you tested the one-click port, because the vast majority of the teams that I have talked to noted anything but easy porting. Easier than rewriting code from scratch, but not as simple as "one-click". But many of the people applying for Union had some very strong features that would have had trouble scaling well between platforms, so my perspective on porting difficulty may have been skewed.Your post reads like a marketing flier rather than a rant, which is different than a lot of the teams I worked with. And they absolutely love Unity, but were aware of the warts that every engine has, especially in terms of porting between platforms.
#80
11/08/2012 (2:04 pm)
You're all set Paul, sorry it took a few days for me to get to you.
Torque Owner Warthog
Crude Games, LLC
Is this 1.5.1? And is there some reason there's no mac version of iTorqueGameBuilder?