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
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
About the author
Programmer.
#42
Stay tuned.
06/05/2009 (2:53 pm)
There's going to be a delay on 1.2.1. I'm trying to get this into the hands of our two new QA/devs to check out on their end for major crashes and bug resolution. It's working on my end but past experience has shown that what works on my machine will not necessarily work on other machines.Stay tuned.
#43
How's QA for 1.2.1 coming along? Are you looking at releasing it this Friday, or sooner, or later? Went back to the drawing board to add a few more features (hint: video) before releasing it? Are you putting the new QA's through the ringer?
06/09/2009 (7:44 am)
I certainly didn't want to be the first to ask, but I'm sure others are itching to (and don't deny it!!!)...How's QA for 1.2.1 coming along? Are you looking at releasing it this Friday, or sooner, or later? Went back to the drawing board to add a few more features (hint: video) before releasing it? Are you putting the new QA's through the ringer?
#44
But seriously, give them our complaints so they have an idea of what to look for.
06/09/2009 (11:25 am)
The best way to get those QA people into shape faster is to let them loose on the forum and/or IRC. Or is that cruel and unusual punishment? :)But seriously, give them our complaints so they have an idea of what to look for.
#45
@Ronny - No need to point them here. I recruited from these forums to keep QA close to home and utilize devs who have been in the thick of it since the beginning. Who better to QA unstable or untested code than existing iTGB users? =)
06/09/2009 (11:42 am)
@Raphael - Nothing wrong with asking. Sometimes I have an answer, sometimes I don't. But I will respond. QA is going well. I've given SVN access to the users to checkout directly instead of waiting on builds from me.@Ronny - No need to point them here. I recruited from these forums to keep QA close to home and utilize devs who have been in the thick of it since the beginning. Who better to QA unstable or untested code than existing iTGB users? =)
#46
06/09/2009 (1:08 pm)
How do we access SVN?
#47
06/09/2009 (1:41 pm)
Sorry. I should have been more clear. I scouted out users to become private testers and contributors. I only picked two or three people, just to keep management down to a minimum.
#48
06/27/2009 (11:36 am)
How is the 1.2.1 testing coming along? Will we see a release soon?
#49
07/08/2009 (8:28 am)
We're going past a month now for a x.x.1 update and there's not even a hint of any news or blog updates. Don't want to sound like a pest, but some sort of response should be given at this point, since we were supposedly so close to have gotten it last month.
#50
07/08/2009 (8:35 am)
While implementing a major fix everyone has been wanting a bizarre bug was introduced that causes your game's objects to randomly squish and mounting completely breaks. I'm tracking down the error now, which is obviously a blocker. That's the last thing holding up the release.
#51
Thanks for the update! (See, that wasn't so painful, now was it? ;) )
07/08/2009 (10:13 am)
Wow, that's an interesting one. Glad to have not seen it in my game thus far.Thanks for the update! (See, that wasn't so painful, now was it? ;) )
#52
Thanks for checking in
07/08/2009 (11:49 am)
Not in the least. I just need a prod in the threads I'm subscribed to, like this one. A simple post here will remind me to say something about the current bug or release likelihood.Thanks for checking in
#53
07/08/2009 (3:00 pm)
I have my fingers crossed that we get PVR support for cell sprite sheets. Then I could update my game to allow diagonal movement with the memory savings!
#54
07/15/2009 (8:21 am)
I sure hope the delay is worth it, and fixing those costly issues such as memory not being freed after deleting objects or crashing when loading levels. I'm seeing these threads with much frequency now, it's unavoidable.
#55
07/15/2009 (9:09 am)
@Raphael - Part of the delay was that we could not wait to add 3.0 support to a 1.3 release instead of a 1.2.x hotfix. So the 3.0 support will be rolled in, and the new rendering fixes just caused this headache of a bug.
#56
I just hope continuously wanting to add more features and fixes into 1.2.1 doesn't snowball and delay it even more.
07/15/2009 (4:38 pm)
@Michael - Sounds like 1.2.1 is going to be a pretty significant. I'm looking forward to seeing it soon! I just hope continuously wanting to add more features and fixes into 1.2.1 doesn't snowball and delay it even more.
#57
07/15/2009 (5:06 pm)
Is the ETA for the 1.3 (now 1.2.1 hotfix) still for Casual Connect ? Would be a great surprise!
#58
Are you skipping over 1.2.1 and going straight for 1.3?
If it's 1.3, will we have to wait longer now? Is that what's still causing the hold-up?
If you're still planning on a 1.2.1 release and you added/planning to add 3.0 support, does that mean in-app purchases, and/or Bluetooth network play, or hopefully the ability to play videos easily?
07/23/2009 (1:02 pm)
Sorry, sorta confused.Are you skipping over 1.2.1 and going straight for 1.3?
If it's 1.3, will we have to wait longer now? Is that what's still causing the hold-up?
If you're still planning on a 1.2.1 release and you added/planning to add 3.0 support, does that mean in-app purchases, and/or Bluetooth network play, or hopefully the ability to play videos easily?
#59
07/29/2009 (8:59 pm)
any news on the next update?
#60
07/30/2009 (12:53 am)
please tell us ETA, thank you
Employee Michael Perry
ZombieShortbus
I'll be creating some new sticky threads shortly.