Game Development Community

Cannot get ITGB to work

by Jim Hewell · in iTorque 2D · 03/20/2009 (6:59 pm) · 22 replies

I beginning to think I just threw $500 away. I followed the tutorials, searched and read the forums. No matter what I try, when trying to run on the iPhone simulator I either get the dreaded initializeProject missing and/or a white screen. My commonConfig.xml looks like...

<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<TorqueGameConfiguration>
<Company>Independent</Company>
<GameName>UntitledGame</GameName>
<Resolution>480 320 32</Resolution>
<FullScreen>false</FullScreen>
<CommonVer>114</CommonVer>
<ConsoleKey>tilde</ConsoleKey>
<ScreenShotKey>ctrl p</ScreenShotKey>
<FullscreenKey>alt enter</FullscreenKey>
<UsesNetwork>0</UsesNetwork>
<UsesAudio>1</UsesAudio>
<DefaultScene>~/data/levels/level1.t2d</DefaultScene>
<StatusBarType>BlackTranslucent</StatusBarType>
<StatusBarHidden>true</StatusBarHidden>
<ScreenOrientation>Landscape</ScreenOrientation>
<ScreenUpsideDown>false</ScreenUpsideDown>
<ScreenAutoRotate>true</ScreenAutoRotate>
</TorqueGameConfiguration>

I have developed several native iPhone apps and know my way around xcode, but this is driving me crazy. I followed the tutorial to the letter and am ready to call GarageGames and demand my $500 back. Please tell me I am just doing something wrong and end my misery.

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#1
03/20/2009 (7:52 pm)
changing only the xml will not do it, you also must change the prefs.cs
#2
03/20/2009 (8:16 pm)
Thanks. I assume you are referring to the defaultPrefs.cs? I have no prefs.cs in my project. Then again, maybe that is the issue?
#3
03/20/2009 (8:17 pm)
Yes your running into the exact problems that every person who buys iTGB runs into. Most of want to get our money back after the first couple days of these problems, but if you persevere you will see that they are actually minor defects that cause this MAJORLY bad impression of iTGB from the outset.

Basically every single time you open up iTGB you need to reset your Design Resolution to 480x320 (landscape) or 320x480 for portrait mode or you get the dreaded white screen when you run it on the simulator or the iphone.

There are approximately 3-5 defects/gotchas you need to know about and their all documented in the sticky at the top of the forum.
#4
03/20/2009 (8:21 pm)
I thought I covered all of those, but I must have missed something. I'll take another look. The rapid responses I am getting on here make me realize that I didn't make a mistake!! Great to see such community support. Thanks!
#5
03/20/2009 (9:22 pm)
Also, make sure your DSO are compiled, and the folder icons in the "Resources" section of your XCode project are blue (they get that way if you select the second option when adding them).
#6
03/20/2009 (10:06 pm)
It's working now. I had overlooked choosing the second option when adding the folders to the Resources. Thanks for the replies. I look forward to working with such an active and helpful community of developers.
#7
03/21/2009 (10:53 am)
Also, I got in the habit of doing a Clean All before *every* build in xCode. This may be overkill, but I think it is the best practice for ensuring the latest compiled bits are the same bits that end up on the simulator or device when running/debugging.
#8
03/21/2009 (12:05 pm)
Actually, I've found that the best way is to delete the .app file in the build directory (usually, "engine/compilers/XCode_iphone/build/Releas-iphoneos/TGBGame.app").

The problem seems to be that XCode only copies over the resources if it find sufficient differences between the current files and what's in the .app, so if the .app doesn't exist, it just re-links and copies all the resources fresh (totally works 100% of the time).
#9
03/21/2009 (12:27 pm)
Nice find Matt. That will save me a TON of time.
#10
03/21/2009 (1:49 pm)
It's funny how every new iTGB owner has a terrible first impression. Usually they would tell you that the first impression should hit it outta the park, but not in this case, apparently. Personally, my biggest qualms are with the physics handler and how it's been disabled by default, unless explicitly invoked in a function somewhere in your scripts (which is like saying the solution to world hunger is "disabling" 50% of the human population in order to lighten the load for the other 50%.) I've experimented with how TGB handles rigid body collisions, and to be honest they're not all that great. Some odd stuff going on, but circular body-physics are ok.
#11
03/21/2009 (3:13 pm)
You know, my first impression of iTGB was actually very favorable. I spent a Sunday creating a game on my Windows machine and then checked it into a Subversion Repo. I checked out the project on my Mac mini and by following Michael Perry's instructions it was up and running in the simulator in about 15 minutes.

Frame rate on the device was okay too (38-40 FPS), but I wasn't doing anything super fancy. I just added the ability to play MP3 files a couple of days ago so when I get a chance I'm going to turn back on the FPS display in the game and see if it has changed at all when running on the iPhone.
#13
03/21/2009 (6:59 pm)
Interesting frame rate

What device are we talking about? Lowest end, ie 1st generation ipod touch or the by worlds fastest one represented through the 2nd generation ipod touch (up to 2x as fast as ipod touch 1st gen commonly)

What is your game doing at that point?

Would sure be interesting to know as the experience most have made with iTGB was nowhere near that pleasant.
#14
03/21/2009 (7:38 pm)
Compiling and deploying iTGB 1.1 right out of the box, with just the example shooter, gave me 40-44fps on my 2nd. generation iPod touch. That was after some fiddling to get it deployed right, but no changes to source or settings, release build.
#15
03/21/2009 (8:34 pm)
ok then its clear why you get that performance.
the 2nd gen ipod touch sadly is not the least bit suited to measure performance.

The first gen ipod touch starts at about 15 FPS with the example shooter out of the box and drops to 10 and less, the iphone 3G starts at 20 and drops to 12 - 15 FPS

The 2nd gen ipod touch is a good device to add additional effects for the higher end range but generally totally worthless if you want to find out how it runs for the majority.


Additionally it seems like the 2nd gen itouch has more RAM than the others at least more to offer to the applications, so if something crashes from time to time on the 2nd gen itouch due to RAM probs you have a good chance that it will crash pretty regularily on the other devices, especially the phones that due to their job have less free RAM at hand anyway.
#16
03/21/2009 (9:46 pm)
It was a 2nd generation iPod Touch.

Graphically there was not a whole lot going on on the screen. All the game logic is in Torque Script which I was going to convert to code if necessary. There is a script update function that is called once per frame where all the processing is done. It was a purposeful game design on my part to not push the capabilities on my first round through the whole process from design to selling on the App store.

I was just happy to have what was running on my Windows machine, running on the simulator and then on the actual device without much effort on my part.
#17
03/21/2009 (10:26 pm)
I'm not sure that the RAM is any different (it's the first I read about it), but the 33% faster bus makes a huge difference. The iPod touch is definitely a nice gaming device :)
#18
03/21/2009 (11:21 pm)
How do you know what generation iPod you have? I went out and purchased the $220 version a couple weeks ago and my game seems to get up to about 25 FPS and no better.
#19
03/21/2009 (11:31 pm)
Go here: support.apple.com/kb/HT1353

Scroll down about a 1/3 of the way through the page and you'll find photos of different versions/generations.
#20
03/22/2009 (9:46 am)
Thanks Kevin. Mine is 2nd gen... so the good (and bad) news is I should be able to push that FPS up more. I guess I'll have to hit up someone with an older iPod to test on!
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