Game Development Community

iTGB 1.2 Release Details

by Michael Perry · in iTorque 2D · 05/08/2009 (3:11 pm) · 63 replies

Release Announcement
iTGB 1.2 is now available in your account for download. We have changed the file format to .tgz to preserve symbolic links, file permissions, and general compatibility with OS X.

It is recommended that you remove any previous versions of iTGB or TGB from your machine for a clean working environment. Additionally, the following folders should be deleted before running iTGB 1.2:

Windows Users: C:Documents and Settings*Your User Account*Application DataGarageGames

OS X Users: User/Library/Application Support/GG

This will erase preferences and scripts referenced by the TGB editor, which could have been saved by an older version of the engine.

This version of iTGB was tested for compatibility up to 2.2.1 of the iPhone SDK. 3.0 testing has not occurred for this build.

Fixes
-Editor preferences now properly save
-Project settings (such as resolution) properly save
-Symbolic links and file preferences preserved
-New game projects inherit iTGB specific settings
-Each target has appropriate optimizations, with descriptions
-Automatic DSO generation works again
-Major optimization flags can now work independently or together

New Features
-MP3 support
-New Project Builder dialog
-Push to build for Simulator
-Push to build device*
-Multiple project management under 1 Editor and 1 Xcode solution
-Native OS keyboard support

*You must have your provisioning profile and Info.plist already set, otherwise you will have to rebuild each time you change these settings.

Bug Submissions

To be of maximum use to us here in the Garage, we need to have the following information included in your iTGB bug report :

Please post the completed bug to the iTGB Bug section, with the tag "iTGB 1.2 Bug" - followed by a clearly written brief description of the bug in the forum post title.

Next, follow up in the body of the post with :

1. A clear description of what you were trying to do when the problem occurred. Include reproducible steps if necessary.
2. The results you expected to have happen.
3. What actually happened? If you need to include any crash logs, etc. please feel free to do so.
4. Any relevant information such as compiler or OS version, etc. Use your judgment on this one... For example if you feel that it is a video related bug, please include your video adapter and the driver information.
5. If you have a fix for the bug - all the better. Post it in the body of post as well and enjoy the feeling of happiness that washes over you for your good deed.

We really want to try to have people stay away from posting multiple different bugs in the same thread or in any thread other than its own dedicated thread, to avoid having a huge thread that is too confusing to try to comb through. If we can keep all the bugs in the iTGB Bug section and keep each bug in its own thread, it will make it much easier to address them and get them logged into our internal bug tracker.

Documentation
Documentation will now be provided as a separate download. The link can be found in your account page, same as the engine itself. This zip file will contain the most up to date version of the documentation, and can be copied over whatever you have on your machine.

To keep up with documentation updates, post corrections, or provide general suggestions, please post here: Official Documentation Feedback Thread

About Updates
As you can see by this post and the bug submission guidelines, we are changing how we (the devs and employees) are interacting in these forums. Using the proper bug submission guidelines, we will be able to address any problems that arise.

We will be scanning the bug section of this forum and tackling each one based on priority and critical nature (show stoppers vs minor annoyance). As we address bugs, hot-fixes will be pushed ASAP. Updates will be posted in this thread with details.

Of course, the community factor is still highly encouraged. If you have a cool new feature or a bug fix, please post away.

The Next Big Update
Development is far from over. We are going to have an internal meeting to discuss the next big update for iTorque, develop a roadmap, and start planning the new features.

Obviously, 3.0 compatibility is the highest priority. We will be creating a new thread called iTGB 1.3 "Roadmap" (or "Planning") shortly to give you details.

The list of iTGB games is growing rapidly, and we hope to see more of your project succeed. Remember, we will do what we can to help you gain exposure via our Powered By iTorque Page, the forums, developer interviews, and newsletters.

Thread Unlocking As Soon As I Finish Writing
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#1
05/08/2009 (3:40 pm)
Example Release Announcement: (purely hypothetical)

iTGB 1.2.1 Released:

- Added audio slider for MP3 objects
- Fixed crash when running iTunes (syncing), iTGB, Xcode (compiling) all at once
#2
05/08/2009 (3:43 pm)
Yay! Love the idea of hotfixes, too. Building from iTGB will be interesting to see in action.

The config directory should probably be "Library/Application Support/Garage Games" (or something like that).
#3
05/08/2009 (3:43 pm)
Finally :)

Thought I've to wait until the system feels like offering the download, its not showing it for any platform at the moment

One thing thought bugs me: 3.0 compatibility is hopefully no 1.3 thing but a high priority asap topic, as you can not release anything anymore that is not 3.0 compatible
#4
05/08/2009 (3:46 pm)
I'll be risking 3.0 on my iPod after just seeing how it looks right now. Maybe I can be helpful. Maybe :)

Waiting for my fix to appear in the downloads section now!
#5
05/08/2009 (3:46 pm)
ronny: I've an itouch 1st gen on 3.0 Beta 5 if you need a guinea pig device without sac yours
#6
05/08/2009 (3:49 pm)
I'm going to need 3.0 myself since it's a requirement from Apple :/
#7
05/08/2009 (3:53 pm)
No rest for the weary. Starting tomorrow morning I will be scoping the 3.0 merge and compatibility. If we can get the base engine working on it first, we will release that as an optional hotfix download...like a 1.3 Beta or something.
#8
05/08/2009 (4:32 pm)
Are you putting up the document download today too?

Just downloaded the i.2 onto my pc and realised that I need to download it to my mac. It's 12.30 here in the uk so I guess I'll re-adding the PSK stuff and testing my game tomorrow.

#9
05/08/2009 (4:44 pm)
Thanks Michael,

Great job, keep up the good work!!

Johnny
#10
05/08/2009 (4:47 pm)
could we get a second category at the top for the regular postings. Otherwise the board will become useless for regular talk when bug reports float in.

Similar to how the T3D private board is setup


You don't need to download it to Mac btw.
It has Windows files in too.
Use Winrar or 7zip (www.7-zip.org) to decompress the file
#11
05/08/2009 (4:54 pm)
@Marc - Hmm, I think it is already set up with the tagging system in place. I'm calling Ken over to make sure it's set up properly.

@Peter - The docs will probably be going this weekend or Monday if I can't get the uploading stuff to work on my own. We typically do pushes here in the office, so I'm not sure if that's a requirement.
#12
05/08/2009 (4:54 pm)
Just testing the build option now. Huge improvement over the regular TGB functionality! Just seeing "Building PVR images" makes me very happy.

The builder doesn't remember the SDK version, but is otherwise perfect.
#13
05/08/2009 (4:58 pm)
@Marc - OK it's up.

Remember, if you are posting a normal thread tag it "General Discussion"

Otherwise tag it as Bug
#14
05/08/2009 (5:11 pm)
Thank you Michael
Will make the board more productive to use
#15
05/08/2009 (7:24 pm)
I also just posted a sticky thread about forum guidelines to remind people how to post bug reports and tag threads.

I'm taking a break for the night. Gonna eat some sticky rice, have a few beers, and watch a little WWE Smackdown. Work starts again bright and early in the morning. 3.0 here we come.
#16
05/08/2009 (10:25 pm)
We have 3 iTGB projects currently in production at Gaslight Studios - one is nearly completed, and the next two are in initial production states. We are going to upgrade all three projects to iTGB v1.2, so I'm certain if any big compatibility issues could arise - I'll see them.

Great work on the release - looking forward to digging in to it!!
#17
05/09/2009 (3:38 pm)
Good news...My local copy of iTGB 1.2 is now running on the iPhone OS 3.0, using the 3.0 SDK, in debug, release, simulator, and device.

Huzzah! With that out of the way we can work on stomping out bugs and adding new features. We will post a new thread next week discussing this.
#18
05/10/2009 (5:24 pm)
Having an issue with the 'Build Project' option in iTGB 1.2. I hit it, choose to build for device, hit build, then it creates the XCode project and gives me an XCode error. No matter what settings I used in the Build Project dialog in iTGB, I always get this error:

"Project /Users/DCalabrese/Desktop/iTGB_1_2-1/engine/compilers/Xcode_iPhone/Torque2D.xcodeproj cannot be opened because the project file cannot be parsed."

Before running the "Build Project" option in iTGB, I can open and build the project in Xcode just fine.

Any thoughts?
#19
05/10/2009 (8:25 pm)
First, let me point out that when you do a Build Project from TGB, it is directly modifying the .pbxproj in the Torque2D.xcodeproj package.

Because this is a sensitive file, a project.bak is generated in the Xcode_iPhone folder so you can restore your original project before building.

Just rename it to project.pbxproj and drop it into the package contents again.

To test the issue, I would compare the original Xcode project (before build) to the new one (after build from editor). If you can perform a diff and let me know the results I can isolate the problem.
#20
05/10/2009 (10:51 pm)
@Michael: Okay... found a few discussion topics...

1.) -------------------------
Whenever I try and compile the iTGB target, I get the following CodeSign error:

"CodeSign error: Code Signing Identity 'iPhone Developer: Michael Perry' does not match any code-signing certificate in your keychain. Once added to the keychain, touch a file or clean the project to continue."

I do not get this error for any of the other 3 targets.

2.) -------------------------
I have ported the code over for our game from the previous version of iTGB. Without making any engine changes, when building for either of the Script optimization targets (iTGB_Script or iTGB_Script_OptimizeI receive a crash whenever the game is run on my iPhone. I also receive the exact same crash after porting our engine code over, so I suspect something else may be going on there.

The crash occurs in stringStack.h on line 246. The code for that reads...

void popFrame()
   {
      mStartStackSize = mFrameOffsets[--mNumFrames];
      mStart = mStartOffsets[mStartStackSize]; // <------- CRASH OCCURS ON THIS LINE
      mLen = 0;
   }

3.) -------------------------
I have taken a fresh unzip of iTGB 1.2, backed up the XCode project file, created a brand new iTGB project, and opened the Build Project link and attempted to build for the device. Of course, I'm now not able to duplicate the problem I had earlier. However, I am finding that after the build is finished and XCode opens... nothing else happens. XCode does not automatically open up the game on my iPhone.

4.) -------------------------
If you create a new project in iTGB, and give that project a name that has spaces in it, then iTGB will create project folder that has spaces in it. So if I create a project named "My Project", and tell it to save in the folder "/myProject", I will end up with a directory structure of "/myProject/My Project/". This results in a unplayable game as we get errors caused by running the game from a directory that contains spaces.


Overall however, I am seeing a drastic improvement in performance. Previously, whenever I was running our game while connected to XCode's gdb, I would get an average of 30 fps. Now I am spiking to 50fps in places. Awesome work!!!
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