Game Development Community

iTGB 1.3 Planning

by Michael Perry · in iTorque 2D · 06/01/2009 (10:50 am) · 218 replies

The iTorque Updates Blog contains the iTGB Roadmap, which announces plans for v1.3. Here is a recap:

iTGB 1.3: The highest priority is upgrading the engine to work with the 3.0 OS and SDK for iPhones. This includes compatibility and integrating the new features.

* Compile iTGB against 3.0 SDK, with GCC 4.2
* Full motion video playback, with examples exposed to script
* Displaying pictures from device library
* Playing music from device library
* Camera access from device


In addition to 3.0 compatibility and new features, the following improvements to the base engine will be made.

* Integration of Melv May’s memory reduction code
* Significant load time reduction
* PVR for cell-based sprite sheets
* New iPhone features exposed to TorqueScript via C++ handlers
* Gesture callbacks for swipe, pinch, and zoom
* More documentation on creating optimized games, using iPhone specific features, and general reference to frameworks (engine code)
* Community member contributions
o Vibration by Dave Calabrese
o Loading and saving game data to device by Dave Calabrese
o Multi-Touch and gestures by Dave Calabrese and Justin Mosiman
* General optimizations that will increase fps

Please use this thread to post feedback about the upcoming features, or 3.0 specific functionality you might be interested in. Try not to clutter this with current bugs or 1.2 issues, which are addressed elsewhere.
#181
10/08/2009 (6:02 pm)
ha. interesting version control you got there:) thanks for doing that.
I didn't realize we got vibration so I've just tested it. works great!
I have to say that overall I have noticed a nice speed increase from 1.1 which I previously used.
Also the mouse/touch handling is way better. I have a game that I stopped working on because it's using 8 buttons and is extremely annoying on 1.1 and now its working great on 1.3
As far as compiling, I can only use GCC4.0 SDK3.0 and I'm targeting 2.2.1
#182
10/09/2009 (6:27 am)
You got the mouse / touch drag working Eyal?

Are you using the standard 1.3 code and what are you calling for them to work? I've tried everything and it didn't seem to recognise anything.
#183
10/09/2009 (11:38 am)
In one game I'm using sceneWindow2D::onMouseUp , onMouseDown and onMouseDragged
In another game I'm using sprites as buttons and onMouseEnter / on MouseLeaves for each of the buttons so it works both for dragging into the button or if you just press the button. This way I can make sure that no two buttons are pressed at the same time, since I don't want multi-touch.
I haven't done any changes to the code.
#184
10/09/2009 (3:20 pm)
Ok, it's officially been a whole month since this alpha of a "beta" was posted, and not a official word was mentioned on what's changed, and what's going to go on in terms of a roadmap.

Over the course of almost five weeks, we've heard and seen less than sparse details on what's been changed other than the title and a version number, and a couple of excuses for delays regarding some conference, followed by delays on approval of what to say, possible proofreading on how its said, and now a mention of an apparent change of the guard. But, still no official word on where we're going or what we've received - just "here's some code, gotta run."

Basically, we've been abandoned.

Please tell me that you yourself would find this acceptable by any measure if the tables were turned. I'm sure Michael Perry is not the only person registered on the GarageGames forum that can possibly make a statement on behalf of Torque2D for iPhone. I seems like this whole "official press release" and/or "waiting to piece it all together" and/or "waiting for approval" is just another way of stringing us on, while we sit here and conjure up ideas of what's going on.

Maybe I missed a blog entry or two, but I really don't know how many people are actually behind the development of iTGB / Torque2D for iPhone. It would be beneficial to us if we knew it's just one 14-year-old kid working part-time here and going to high school, or if it's a team of 300 people with so much red tape, you'd think it's government-run.

I can't speak for everyone, but I'm a single-income family man-turned-indie developer that wholeheartedly put his trust and hard-earned cash and a portion on credit card, not only into this product, but into its continued development and evolution. My game still has not paid off the debt I made by purchasing iTGB/Torque 2D for iPhone, and while I'm not sure $750 is considered a lot to many, I can tell you, the struggle to make the online payment, followed by the experience of trying to do anything functional with version 0.8 was worse than pulling all four of my wisdom teeth in the same dentist's visit (and, yes, I did that).

I forgot that I'm still receiving Unity newsletters in my email, and I couldn't tell you the amount of sadness and jealousy I had when they were promoting "Unite 2009." You get to meet the developers, pick their brain, join sessions, and learn everything you can about them and their platform. Even the lead designer of GameSalad has a vibrant blog and Twitter feed, as well as a forum where questions are quickly answered and points are taken into consideration for upcoming versions. Heck, people can even converse with the makers of NimbleKit and VixML.

And then, there are us Torque users.

Like mice in a dark maze.

I really tried to be positive since my initial purchase, even posting a helpful blog entry here in support of GarageGames for those who've ever been at the crossroads here at least once. But, in all honesty, financially and technically, I'm at a loss now. I can't afford to stick around much longer, and I'd be willing to accept a refund, even a partial one, and clear out my hard drive from all the Torque files.
#185
10/09/2009 (3:36 pm)
@BeyondtheTech pretty much my feeling though I've not stated it. I've since purchased and moved on to that other game engine. I'm going to stop there to prevent my post from turning into a rant :).
#186
10/09/2009 (3:50 pm)
At this point I'm feeling the same way. Even if Torque has saved us a significant amount of time overall, I'm not sure if it warrants the near $20,000 we have given GarageGames... The lack of proper updates and support is quite bewildering. What's going on over there?

I am also getting Unity updates and when I saw what their 1.5 offered compared to our "1.3," I was very sad.
#187
10/09/2009 (4:55 pm)
I have to admit I agree with a lot thats been said in this thread, I too have moved on, im only really around these days to see how things are going.

Ive checked out 1.3 these last couple of weeks out of curiosity and I have to say it has improved since launch, but not to the point where id consider starting another game with it.
#188
10/09/2009 (5:21 pm)
I just finished talking with Brett about what is going on with the iPhone engines. It turns out what I had to say originally in my blog would not have been completely correct or the full story. He wants to post a blog himself, so I am limited in what I can say. Here is what I can say now:

1. A new team is taking over the project. No longer a 1 or 2 man project.

2. My role is being reduced drastically. I will be around to make sure usability is maintained and improved.

3. Both iPhone engines are going to get the love and improvements they deserve

4. Licensees will be getting the dedicated support they deserve, straight from the developers.

Brett has the rest of the details.

I'm inviting any and all to join me in IRC today and tomorrow morning to talk more about the 2D iPhone engine. If you do not know how to get into IRC, just reply to this thread and I'll post the info.
#189
10/09/2009 (5:38 pm)
Thanks Mich.
Please send us the info for the IRC.
#190
10/09/2009 (5:43 pm)
You can use any standard IRC client. I use the Chatzilla plug-in for Firefox.

Server: irc.maxgaming.net
Channel: #GarageGames

So you would run the client and type the following:

/server irc.maxgaming.net
/join GarageGames

Set your name by typing this in the channel:

/nick YOUR_NAME

I will be in there in about 30 min, and will be on after that for about 3 hours. Then I will be back on tomorrow morning from 10:00am (PST) until 12:00pm
#191
10/12/2009 (12:03 pm)
Does anyone have a fix for "onMouseDragged" using the current itgb version?
#192
10/15/2009 (3:23 pm)
I'm going out of town for 4 or 5 days. There will not be any updates from me while I'm gone, since I will have little to no computer access. I should be back in the office around Tuesday. I have already e-mailed Brett reminding him of the blog.
#193
10/17/2009 (12:33 pm)
Please make integration with any gaming social network(Open Feint, for example), like Unity3D made with Scoreloop.
#194
10/17/2009 (5:03 pm)
That would be great!
I tried integrating scoreloop and OpenFeint and got the 5000+ errors. I gave up after a while.
Shouldn't be hard if you know what you are doing :) it worked for Kevin.
#195
10/17/2009 (10:18 pm)
I'm really confused as to how people are having issues with integrating Scoreloop. It literally takes minutes to do... shall I post a tutorial with example code up tomorrow?
#196
10/18/2009 (1:43 am)
Craig, I can only speak for myself, but the reason I'm having problems is that I don't have much experience doing anything that is not torque :)
Please do post a tutorial if you got some time. I followed to scoreloop tutorial, but it doesn't tell you how to connect it into iTGB.
Thanks.
#197
10/18/2009 (1:17 pm)
http://www.garagegames.com/community/forums/viewthread/104079
#198
10/22/2009 (3:09 pm)
So how's that blog coming? Any chance of us getting it before the end of the year?
#199
10/22/2009 (4:17 pm)
You have a higher chance of seeing Sasquatch than that blog Patrick.
#200
10/22/2009 (4:46 pm)
I missed the IRC chat. What was said and was there any time frames or just another stalling tactic?

Thanks,
Mike.