Game Development Community

Official iT2D Documentation Feedback

by Michael Perry · in iTorque 2D · 09/27/2008 (11:01 am) · 102 replies

======================================================================
This Thread Is The Official Documentation Feedback Area For ALL Versions of iTorque 2D

If you want to quick search for all iTGB Doc Updates, perform a keyword search in your browser for

"Documentation Update:"
======================================================================

Hey everyone. It's about time we have a central thread for iT2D users to post their feedback in regard to documentation.

We have similar threads going on in the other forums forum, and so far the feedback has been overwhelmingly positive, constructive, and very helpful to the doc writers...so let's keep that going with iT2D=)

Purpose of the Thread:
- Provide a central thread for iT2D users to post their thoughts, suggestions, and criticisms about documentation.

Targets:
- Official documentation provided by TorquePowered, TDN articles, and user submitted docs/tutorials.

Suggestions for Posts:
- What is the #1 thing you would like added to the official docs?
- What area of the docs do you think needs the most work?
- What do you see in other tech docs, be it for other Torque engines or non-Torque tech, that you think would be beneficial to have in the docs?
- What are your feeling on TDN vs how the current official docs are presented?
- Bring attention to resources, tutorials, articles, or community member submissions you think should be merged into the official docs
...etc, etc

So, the overall concept of this thread is pretty simple. This is your chance to talk until your face turns blue about what you want from the docs.

Be as clear, descriptive, and specific as you can!
#41
01/07/2010 (1:25 pm)
I just found a spelling error in the documentation! :) It's nothing big but if we see things like this, what is the best way to notify garage games?
#42
01/07/2010 (3:18 pm)
You can either e-mail it to Mich or let us know at the support address.
#43
01/07/2010 (3:19 pm)
This is the best place to post the correction. It could get lost in e-mail. There are three different people monitoring this thread.
#44
01/07/2010 (3:40 pm)
Sounds like a good plan. The issue found in "User Guide - Working with Torque2D for iPhone.pdf" page 11, under "Torque2D for iPhone - What is new in this version"

Current text:
For this reason, this document will now dive too deeply into the usage of the engine (the documentation for TGB has been included as well).

I think it should read:
For this reason, this document will not dive too deeply into the usage of the engine (the documentation for TGB has been included as well).

I feel sheepish for doing this for one word. :)
#45
02/05/2010 (5:59 pm)
Hi, are we going to get documentation on using the new features that have been added?

Calling & Using the Apple keyboard
MultiTouch & Gestures
Adding Video
etc

This would really be helpful to have!

Thanks very much.


#46
02/12/2010 (9:22 pm)
Bump!

Michael? Any thoughts on this? You out there?
#48
02/17/2010 (4:58 pm)
Hi Luke, thanks for the links! I followed most of those as they went on, but I had thought that the problems those links were addressing were being fixed in 1.3. Did that not happen? And if it did get fixed, some documentation on how to use it now that it is fixed would be really cool.

In fact, just providing a sample project that implements each of these features would allow me to figure it out and see good code to use as a starting place.

It doesn't seem like too much to ask to get a sample project or a few docs for this.
#49
05/28/2010 (12:27 pm)
@ALL - The next iT2D release is getting a full documentation pass. Here are the improvements:

  • We are merging the PDF docs into the HTML framework. Single location for all docs
  • Removed TGB specific docs/tutorials that will not work on the iPhone
  • For remaining TGB docs, any corrections/fixes from 1.7.5 will be ported
  • Updating/optimizing some sample assets to work for iPhone
  • Full iTorque 2D branding pass (new icons, images, etc)
  • iTorque 2D documentation will be going online(!)
  • Updating iPhone docs for current version
  • 4 new guides/tutorials


Click Here For Preview


In addition to this, we are planning to release a slew of video tutorials dedicated to iTorque.
#50
06/12/2010 (9:14 am)
whoa that's a tease Mich
when do you think that will come out?
just switched from torquex, quite daunting navigating it all

can we start an encouragement fund, members can donate cash to help push out documentation?
I'd donate for sure, especially when you say words like "video tutorials".
#51
06/12/2010 (9:41 am)
@Dan - The base docs made it online, and now I'm just pushing the new versions up.

Note: These are WIP. Pushing updates takes a while and is a major PITA, so I only update the online ones in big chunks.

WIP Online Docs

The new tutorials are in flux since we are finding existing TGB docs can be useful with the right tweaking.

Right now I am aiming for two new Fish related tutorials and a simple platformer tutorial/demo. The pre-built demos will ship with the engine and the tutorials will be in the docs showing you how to recreate what we have provided.
#52
06/12/2010 (9:46 am)
In fact. Let me push an updated set online now to see how long it takes. We were having issues with the live docs updating, so now is a good time to test with a few small changes.
#53
06/12/2010 (10:13 am)
Excellent!
#54
06/12/2010 (10:25 am)
Alright. I just pushed a small set of changes to see if the process still works and time how long it takes to refresh. Hopefully it should only take less than 10 min.
#55
06/13/2010 (11:41 pm)
In reference/string functions a lot of the descriptions are missing, and the getWord() function is missing entirely.

I notice that the reference list is no longer expandable too. It was nice to be able to click on the + beside T2DSceneObject and see all the methods and callbacks listed below.

The formatting in the T2DSceneObject callbacks is missing. Everything's in one paragraph. See the onCollision callback for a good example.

The introduction and user guides sections look really good.
#56
06/14/2010 (6:47 am)
@Conor - Thanks for the feedback. While the old version of the TGB reference works, can be regenerated, and edited, I much prefer the new Torque 3D API doc system. It's infinitely easier to generate new script docs for classes, methods, global functions, and member variables.

It would not be difficult to implement into iTorque 2D. The downside is it would drastically change the source code. Since a lot of users write in C++ for game play, merging their previous work would very tedious. The upside is that the docs would improve drastically and get updated frequently.

I'd like to hear your thoughts on whether it's worth pulling the trigger on.
#57
06/14/2010 (7:54 am)
I suspect changing the engine code for the sake of improved documentation wouldn't go down to well with many people, particularly those who have invested a lot in specific engine modifications like you said.
#58
07/02/2010 (12:18 pm)
@Conor - Thanks for the input. I think you might be right about this. What I may possibly do is have a separate branch from our development and release where I integrate this system. I'm not sure how much work it would entail, but it might be the best way to get the new (very awesome) script manual modules ported from T3D.

@All - BIG content push happening over the next 4 or 5 days. The online docs are going to go through a fluctuation, so do not panic if you see some bad formatting, placeholder docs, or things missing.
#59
07/24/2010 (3:07 am)
Could we get a link to the docs on the documentation page? Right now we have T3D TX TGB and artists. I had to come to this thread to find a link, I would imagine that the online docs are the most up to date?
#60
01/22/2011 (3:56 pm)
I would love a working link for wip documentation.

I may be re-iterating but what I'd like to see is:

- Fully documented functions with detailed explanations.
- An introduction to any API like blocks (so iPhone components etc).
- A commented example with each introduction.
- Multi-touch and other input integrated into the mouse/keyboard/joystick pages so that there is a single point of reference.