by date
iTGB 1.0.1 released!
iTGB 1.0.1 released!
| Name: | Brett Seyler | ![]() |
|---|---|---|
| Date Posted: | Oct 14, 2008 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Brett Seyler |
Blog post
iTGB'ers, 13 days ago we made the decision to release iTGB for two reasons:
1. We didn't want any ready developers to have to wait for a more polished release.
2. We wanted to get real feedback from people actually using iTGB to make games.
First, thank you for your patience. Some of you were upset with the state of iTGB 1.0, and in most cases, reasonably so. Calling the Sept. 30 release "1.0" was a difficult decision. What we've done since with your fantastic feedback is create real step-by-step, detailed documentation for using iTGB. We've addressed some of the packaging / build issues (totally our fault on 1.0) and hopefully everything else you've been struggling with or waiting for.
So today, we've updated the release to 1.0.1. In it you'll find everything reported in Alex Rice's iTGB 1.0 thread has been addressed and resolved. Your account should show the new build available for download now. New docs are packaged with the build and can also be found on TDN.

Sample of new docs on TDN
Please, as usual, don't hestitate to provide feedback in the forums and let us know if you find any new issues.
Most of the same process described in my last blog comments still apply.
HUGE thanks by the way to both Michael Perry and Ken Holst for doubling their normal duties to make this update available today. You guys are superstars.

AlSO....iTGE update: October 15th release date moved
As you might have guessed, with more energies devoted to iTGB in the past couple weeks, we've had to push back iTGE for a while. I can't say at this time how long that will be, and I will keep you updated as I learn more. For those users with commercial licenses who have been working with the pre-1.0 code, we'll be pushing up a bunch of new changes later this week that address many of the reported issues.
Links
iTGB 1.0.1 available now!
My Last Blog
1. We didn't want any ready developers to have to wait for a more polished release.
2. We wanted to get real feedback from people actually using iTGB to make games.
First, thank you for your patience. Some of you were upset with the state of iTGB 1.0, and in most cases, reasonably so. Calling the Sept. 30 release "1.0" was a difficult decision. What we've done since with your fantastic feedback is create real step-by-step, detailed documentation for using iTGB. We've addressed some of the packaging / build issues (totally our fault on 1.0) and hopefully everything else you've been struggling with or waiting for.
So today, we've updated the release to 1.0.1. In it you'll find everything reported in Alex Rice's iTGB 1.0 thread has been addressed and resolved. Your account should show the new build available for download now. New docs are packaged with the build and can also be found on TDN.

Sample of new docs on TDN
Please, as usual, don't hestitate to provide feedback in the forums and let us know if you find any new issues.
Most of the same process described in my last blog comments still apply.
Quote:
1. Create your game using TGB 1.7.4 with the resolution fixes that allow iPhone screen res targets.
2. Use iTGB to deploy your game unedited to the iPhone (no script-to-code conversion necessary at this stage)
3. See your game running, speed may be slow.
4. Continue iterating on your game using 1.7.4. When you get near the final stages, begin your optimization work.
5. Scripts-to-code helps dramatically.
6. Texture optimizations helps dramatically.
7. Efficient use of callbacks and minimal use of script calculations help dramatically
[...]
Future versions of iTGB (which you'll receive free) should make steps 5 and 3 either go away or be much less cumbersome.
HUGE thanks by the way to both Michael Perry and Ken Holst for doubling their normal duties to make this update available today. You guys are superstars.

AlSO....iTGE update: October 15th release date moved
As you might have guessed, with more energies devoted to iTGB in the past couple weeks, we've had to push back iTGE for a while. I can't say at this time how long that will be, and I will keep you updated as I learn more. For those users with commercial licenses who have been working with the pre-1.0 code, we'll be pushing up a bunch of new changes later this week that address many of the reported issues.
Links
Recent Blog Posts
| List: | 01/09/09 - Torque 3D Sidebar - Pricing and Licensing 01/07/09 - Torque 3D Development - Josh Engebretson and Web Publishing 12/31/08 - Torque 3D Development - Luma's racing kit 12/22/08 - Torque 3D Development - Apparatus and Warrior Camp 12/22/08 - iTGB 1.1 released, more to come! 12/17/08 - Torque 3D Development - Kickoff 11/18/08 - Torque's 2D and 3D Future Vol. 2 10/14/08 - iTGB 1.0.1 released! |
|---|
Submit your own resources!| Bryan Duke (Oct 14, 2008 at 00:49 GMT) Resource Rating: 5 |
| Patrick Swinnea (Oct 14, 2008 at 01:02 GMT) |
| Michael Perry (Oct 14, 2008 at 01:07 GMT) |
| Bryan Duke (Oct 14, 2008 at 01:09 GMT) Resource Rating: 5 |
| Michael Perry (Oct 14, 2008 at 01:13 GMT) |
Also, big thanks and congrats to the iTGB devs and Brett for their effort in getting this update out the door.
| Bryan Duke (Oct 14, 2008 at 01:15 GMT) Resource Rating: 5 |
| Michael Perry (Oct 14, 2008 at 01:18 GMT) |
| Bryan Duke (Oct 14, 2008 at 01:20 GMT) Resource Rating: 5 |
| Kenneth Holst (Oct 14, 2008 at 06:39 GMT) Resource Rating: 5 |
:(
| Michael Perry (Oct 14, 2008 at 17:30 GMT) |
What did I do to you, Ken?
| Kenneth Holst (Oct 14, 2008 at 20:33 GMT) Resource Rating: 5 |
| bank (Oct 14, 2008 at 21:08 GMT) |
You must be a member and be logged in to either append comments or rate this resource.



5.0 out of 5


