Game Development Community

Waiting for iTGB Release

by Kenneth Lemieux · in iTorque 2D · 09/29/2008 (4:18 pm) · 6 replies

Release date on the iTGB page still says Sept 30th and since we haven't heard about any delays, let's hope it's out tomorrow. Is anyone else waiting anxiously?

#1
09/29/2008 (6:24 pm)
Indy users like me are waiting anxiously. Pro user are already working with pre-release versions apparently. In the meantime I am busy working on my game in TGB 1.7.4 :-)
#2
09/29/2008 (6:26 pm)
Right.

I'm busy learning Torque Game Builder on a PC. Is there anything you suggest so I can make my current projects port easily (i.e. use 640x480 and just use the 480x320 in the middle of the screen)?
#3
09/29/2008 (6:29 pm)
Sorry no suggestions :-(
#4
09/29/2008 (6:49 pm)
There is way to do it by editing the source for TGB, but after about 10 minutes of searching I can't remember where I saw it (it was in a forum posting specifically about resizing for the iPhone).

I've been working at 640x480 with larger sprites just for "rough drafting," and now that I have my gameplay components working in the TGB simulator I'm resizing my graphics based on a screenshot mockup in Photoshop.

Using a 480x320 window is a good idea though, I hadn't thought of that.
#5
09/29/2008 (6:58 pm)
I don't believe you can set your window size to 480x320. It looks like it has to be a supported resolution (640x480, 800x600 etc...). I was thinking of setting it to 640x480 and using a background image that had a game area 480x320.
#6
09/29/2008 (7:23 pm)
I found this, which looks to be on the right track to setting custom screen resolutions. Not sure if this is just for final output or if it also affects the game builder window. But I'm guessing we won't need to do anything like this after tomorrow :)
http://www.garagegames.com/mg/forums/result.thread.php?qt=1260