ITGB 1.1 Feedback Thread
by Michael Perry · in iTorque 2D · 12/19/2008 (3:24 pm) · 82 replies
iTGB v1.1 Feedback Thread
Purpose:The purpose of this thread is to gather feedback focused completely on the release of iTGB 1.1. We are open to whatever you can provide, but ask that we focus on this particular version.
Areas of Interest:
- Crashes
- Bugs
- Favorite Features
- #1 Feature Improvement
- #1 New Feature Request
Documentation:
Please use the Official Documentation Feedback Thread to post any feedback.
*** Thread will be unlocked later today ***
About the author
Programmer.
#2
1. The Touch offset problem exists again EDIT: This seems to be by design, the shootadv behavior adds an offset
2. The default settings in the xml is 640x640, not 480x320
3. the component shooter runs as slow as always on SDK 2.2
Perhaps just something went extremely wrong here on my system even thought I've remove the old version actually before extracting the 1.1 release to prevent interferences
If I wouldn't know it better I would say thats a repackaged 1.0.1 again from quality and performance point of view
perhaps you by error switched testing from an iphone to a new 2nd generation itouch which will raise performance automagically as it has a higher cpu speed unlocked than the other devices for the moment.
Thats actually not what I expected to see on 1.1 after the 1.0 and 1.0.1 fiasco and its hard to understand for me how this could have happened a third time in a row.
Good things:
1. Building scripts from editor through starting finally works
John: If you deploy to 2.2 you must go into the project settings, set the base sdk to 2.2 as well and set the provisioning profile to yours. thought if it was a provisioning problem, you would get an error before compilation, you would never get it onto the hardware. Sounds much more like a problem with the installed older version. Go into the XCode organizer, check the installed apps on your iphone and manually delete your game from there so all related stuff is cleanly removed as well.
12/20/2008 (10:46 am)
Problems with 1.11. The Touch offset problem exists again EDIT: This seems to be by design, the shootadv behavior adds an offset
2. The default settings in the xml is 640x640, not 480x320
3. the component shooter runs as slow as always on SDK 2.2
Perhaps just something went extremely wrong here on my system even thought I've remove the old version actually before extracting the 1.1 release to prevent interferences
If I wouldn't know it better I would say thats a repackaged 1.0.1 again from quality and performance point of view
perhaps you by error switched testing from an iphone to a new 2nd generation itouch which will raise performance automagically as it has a higher cpu speed unlocked than the other devices for the moment.
Thats actually not what I expected to see on 1.1 after the 1.0 and 1.0.1 fiasco and its hard to understand for me how this could have happened a third time in a row.
Good things:
1. Building scripts from editor through starting finally works
John: If you deploy to 2.2 you must go into the project settings, set the base sdk to 2.2 as well and set the provisioning profile to yours. thought if it was a provisioning problem, you would get an error before compilation, you would never get it onto the hardware. Sounds much more like a problem with the installed older version. Go into the XCode organizer, check the installed apps on your iphone and manually delete your game from there so all related stuff is cleanly removed as well.
#3
1. Right click on the only target and click Get Info
2. Change the provisioning profiles under Code Signing to match your's
3. Change the PRODUCT_NAME build setting to match your APP ID
4. Change your Bundling Identifier in Info.plist to be your APP ID, such as "com.garagegames.itgb"
@Marc -
1. No one has experienced the Touch offset problem. Two community members, 2 GG employees, and the developers have tested it and not a single person has had this issue. Are there any warnings or errors you are seeing?
2. Once I open the TGB app, I can change it to 480 x 320 and the rest of my games created use that setting.
3. The component shooter runs ridiculously faster on our devices and simulators. Originally on my device it would barely get past 5FPS and stuttered. The stock version in iTGB 1.1 runs at minimum 15 FPS and smooth physics.
Something definitely went wrong with your system. Did you delete previous versions of iTGB before you installed the latest one? That is highly recommended.
I'll download the new version and see what happens on my machine, but I've already done so twice already. I'll report back if I have any other issues.
12/20/2008 (12:05 pm)
@John - This is going into a doc:1. Right click on the only target and click Get Info
2. Change the provisioning profiles under Code Signing to match your's
3. Change the PRODUCT_NAME build setting to match your APP ID
4. Change your Bundling Identifier in Info.plist to be your APP ID, such as "com.garagegames.itgb"
@Marc -
1. No one has experienced the Touch offset problem. Two community members, 2 GG employees, and the developers have tested it and not a single person has had this issue. Are there any warnings or errors you are seeing?
2. Once I open the TGB app, I can change it to 480 x 320 and the rest of my games created use that setting.
3. The component shooter runs ridiculously faster on our devices and simulators. Originally on my device it would barely get past 5FPS and stuttered. The stock version in iTGB 1.1 runs at minimum 15 FPS and smooth physics.
Something definitely went wrong with your system. Did you delete previous versions of iTGB before you installed the latest one? That is highly recommended.
I'll download the new version and see what happens on my machine, but I've already done so twice already. I'll report back if I have any other issues.
#4
Your mobile device has encountered an unexpected error (0xE8000001)
Try disconnecting and powering off the device; then power the device on and reconnect it.
The same game runs on the iPhone hardware using the "Torque2D" project in 1.0.1.
I'm hoping that I've just forgotten a step related to provisioning. What I've done so far is:
Replace the original resources with those from my game
Update the identifier in the target properties
Clean and rebuild
Followed the instructions in the error dialog
Read the iTGB documentation
Am I missing a step? Is there some way to get more information about the error? Are others successfully running on the iPhone using 1.1? If so, what did you do to transition from 1.0.1?
Thanks for your help/suggestions.
John
12/20/2008 (12:53 pm)
I'm trying to move my game from 1.0.1 to 1.1. I'm using the "Torque2D_iPhone" project. My application runs in the simulator but when I try to run it on the iPhone hardware I get the error... Your mobile device has encountered an unexpected error (0xE8000001)
Try disconnecting and powering off the device; then power the device on and reconnect it.
The same game runs on the iPhone hardware using the "Torque2D" project in 1.0.1.
I'm hoping that I've just forgotten a step related to provisioning. What I've done so far is:
Replace the original resources with those from my game
Update the identifier in the target properties
Clean and rebuild
Followed the instructions in the error dialog
Read the iTGB documentation
Am I missing a step? Is there some way to get more information about the error? Are others successfully running on the iPhone using 1.1? If so, what did you do to transition from 1.0.1?
Thanks for your help/suggestions.
John
#5
The 0xE8000001 is the bane of my existence. It has everything to do with Code Signing. You will need to make sure you've 100% followed Apple's method for generating a key, creating a certificate, creating an APP ID, then generating the provisioning file.
You need to make sure the provisioning file is installed on your device properly, and that all of your build settings....ok, screw it...
My fiancee's flight just got canceled and our plans are completely FUBAR. I now have time to make a video tutorial. It won't be the most polished, but it will show you exactly what to do. I was going to make one on vacation anyway.
It will probably end up being about 60-100 MB uncompressed, but it will be picture perfect, have my voice, and work wonderfully.
Will that help everyone out?
12/20/2008 (1:00 pm)
@John - Try not to reload the page, as it creates a double post and with this kind of error it is very important to know what you have tried.The 0xE8000001 is the bane of my existence. It has everything to do with Code Signing. You will need to make sure you've 100% followed Apple's method for generating a key, creating a certificate, creating an APP ID, then generating the provisioning file.
You need to make sure the provisioning file is installed on your device properly, and that all of your build settings....ok, screw it...
My fiancee's flight just got canceled and our plans are completely FUBAR. I now have time to make a video tutorial. It won't be the most polished, but it will show you exactly what to do. I was going to make one on vacation anyway.
It will probably end up being about 60-100 MB uncompressed, but it will be picture perfect, have my voice, and work wonderfully.
Will that help everyone out?
#6
Thank you both for your helpful suggestions. My app is running on the iPhone hardware now. I'm not completely sure what the issue was but I've made the changes that you both suggested and it is working.
Unfortunately I'm also seeing a change in behavior that is causing my game to work incorrectly. I'll investigate and report back if I find something looking like a bug.
John
12/20/2008 (1:45 pm)
Marc and Michael,Thank you both for your helpful suggestions. My app is running on the iPhone hardware now. I'm not completely sure what the issue was but I've made the changes that you both suggested and it is working.
Unfortunately I'm also seeing a change in behavior that is causing my game to work incorrectly. I'll investigate and report back if I find something looking like a bug.
John
#8
I am using the current XCode (3.1.2) and builded the XCode_iPhone project that comes with 1.1, for iPhone OS 2.2
Will retest it under different circumstances to see if it was able to somehow find the 1.0.1 files somewhere.
At least I found the reason for the mouse offset: its defined like that in the shootadv behavior, with offset of "0.25 0", so not an engine thing
I've yet to see the speed gain but as various people are reporting it I guess it must be there, so its mainly my setup here with past 1.0.1 track that somehow influences it or alike.
12/20/2008 (2:00 pm)
Micheal: In that case I will test it againI am using the current XCode (3.1.2) and builded the XCode_iPhone project that comes with 1.1, for iPhone OS 2.2
Will retest it under different circumstances to see if it was able to somehow find the 1.0.1 files somewhere.
At least I found the reason for the mouse offset: its defined like that in the shootadv behavior, with offset of "0.25 0", so not an engine thing
I've yet to see the speed gain but as various people are reporting it I guess it must be there, so its mainly my setup here with past 1.0.1 track that somehow influences it or alike.
#9
12/20/2008 (2:38 pm)
Oh yes, the offset was just added to BehaviorShooter so you could see your ship when playing the game (it made things a little funny when you couldn't). The engine is not affected in any way whatsoever though, should've have noted that better...
#10
12/20/2008 (3:24 pm)
Good news on the behavior difference that I was seeing. It was my bug. I had a function that would in some cases return an uninitialized variable. In the previous builds of TGB and iTGB that I have used this variable had the a value equivalent to zero. Now I'm getting the value that was returned previously. I assume that Torque Script doesn't guarantee default local variable initialization. I would guess that this change is the result of a performance optimization.
#11
12/20/2008 (3:28 pm)
One more thing. I'm pleased to say that for the first time I can run the same project on Win, Mac, Simulator and iPhone and get the same results. That is a big step forward. Thanks.
#12
12/20/2008 (4:40 pm)
This is indeed a great step forward. I can the sample projects now and performance is remarkably better. Thanks to everyone for their hard work in getting this out to us. Working in a software company myself, I know that the holiday season tends to be a remarkably unproductive time in general, so it's great to see this update come out now.
#13
NOTE: Using variables before assigning a value to them may have undesired results and John found out, but that's never the kind of thing you want to do anyway (most languages won't even allow you to do that.), and yes, that is a big part of the script optimizations and fixing that would lose a large part of performance.
12/20/2008 (6:25 pm)
@John: we hoping that would help catch bugs and not cause them. :)NOTE: Using variables before assigning a value to them may have undesired results and John found out, but that's never the kind of thing you want to do anyway (most languages won't even allow you to do that.), and yes, that is a big part of the script optimizations and fixing that would lose a large part of performance.
#14
12/20/2008 (8:25 pm)
One little thing I've noticed is that when I launch my game from iTGB using the "Play Scene" button, there's no sound. When I launch the same game from inside TGB, the sound works fine. When I build to a Mac or Windows binary, the sound works fine.
#15
Maybe you are running a debug build, there is little to no speed gain there. With the script changes and release build changes there should a marked improvement in BehaviorShooter.
One thing to note for your own game, if you aren't using $timeAdvance and you have a lot of objects that require physics you could get to the point where the games bogs down running physics and scripts to make up for "lost time".
The game engine will integrate physics for as much time is spent in a frame up to 1024 ms so if you don't limit the physics iterations to 1 or set $timeAdvance or both you can get situations where the game is always trying to make up for "lost time" and can slow drastically.
12/20/2008 (9:24 pm)
@MarcMaybe you are running a debug build, there is little to no speed gain there. With the script changes and release build changes there should a marked improvement in BehaviorShooter.
One thing to note for your own game, if you aren't using $timeAdvance and you have a lot of objects that require physics you could get to the point where the games bogs down running physics and scripts to make up for "lost time".
The game engine will integrate physics for as much time is spent in a frame up to 1024 ms so if you don't limit the physics iterations to 1 or set $timeAdvance or both you can get situations where the game is always trying to make up for "lost time" and can slow drastically.
#16
I've some general problems with it. If I try to build the builder myself, the full set of OpenAL references is missing for example, leading to a good 10k errors during build of the builder - release alone.
attempted that as the builder is incapable to remember the last project.
There is something seriously going wrong on my OSX 10.5.6 + XCode 3.1.2 + iPhone OS 2.2 + iTGB 1.1
Once I know what goes wrong and why, I will let anyone know
If anyone has an idea, feel free to share it, everything that saves me time is welcome :)
12/21/2008 (9:14 am)
I fear that isn't the reason. Its the release build.I've some general problems with it. If I try to build the builder myself, the full set of OpenAL references is missing for example, leading to a good 10k errors during build of the builder - release alone.
attempted that as the builder is incapable to remember the last project.
There is something seriously going wrong on my OSX 10.5.6 + XCode 3.1.2 + iPhone OS 2.2 + iTGB 1.1
Once I know what goes wrong and why, I will let anyone know
If anyone has an idea, feel free to share it, everything that saves me time is welcome :)
#17
12/21/2008 (3:29 pm)
Is setUsesPhysics not needed anymore? I kinda liked the idea that you can disable objects from constantly evaluating if it's not needed.
#18
The bad news is that running it on Mac will print "unknown command" warning for setUsesPhysics. filling up my console with useless warnings. the older version didn't use to do that.
12/21/2008 (3:48 pm)
Ok. I guess it is needed for the iPhone when PUAP_OPTIMIZE is set. that's good news.The bad news is that running it on Mac will print "unknown command" warning for setUsesPhysics. filling up my console with useless warnings. the older version didn't use to do that.
#19
if( %obj.isMethod("setUsesPhysics) ) {
%obj.setUsesPhysics( true );
}
that way, you can switch between PUAP_OPTIMIZE and non PUAP_OPTIMIZE builds without all the printouts
12/21/2008 (4:17 pm)
That's because the Mac version wasn't compiled with the PUAP_OPTIMIZE flag, either recomipile with it or try:if( %obj.isMethod("setUsesPhysics) ) {
%obj.setUsesPhysics( true );
}
that way, you can switch between PUAP_OPTIMIZE and non PUAP_OPTIMIZE builds without all the printouts
#20
12/22/2008 (1:02 am)
@Patrick & John: Glad to hear you guys are happy with the results. We're far from done of course, but it's nice to see solid progress affirmed. One more thing...I'm going to post a blog on this on Monday, would you both be comfortable with me quoting your comments in it?
Torque Owner John F
Your mobile device has encountered an unexpected error (0xE8000001)
Try disconnecting and powering off the device; then power the device on and reconnect it.
The same game runs on the iPhone hardware using the "Torque2D" project in 1.0.1.
I'm hoping that I've just forgotten a step related to provisioning. What I've done so far is:
Replace the original resources with those from my game
Update the identifier in the target properties
Clean and rebuild
Followed the instructions in the error dialog
Read the iTGB documentation
Am I missing a step? Is there some way to get more information about the error? Are others successfully running on the iPhone using 1.1? If so, what did you do to transition from 1.0.1?
Thanks for your help/suggestions.
John