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iTorque 2D 1.5 - Universal App Support

by Michael Perry · 09/20/2011 (4:12 pm) · 36 comments

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Greetings everyone! Welcome to the second entry of the iTorque 2D v1.5 release series. If you missed the first announcement, check out the Home Stretch Blog to get a recap (Game Center, Multitouch and Enhanced Motion). As for this entry, I could not be more excited. Today's blog is focused on my favorite feature introduced to iTorque 2D v1.5. Welcome to the official unveiling of Universal App Support in iTorque 2D.


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Reach

When you get down to it, Universal App Support is all about reach. How can you get your game to the most amount of people? The answer is to make that game work on as many devices as possible. This includes 3rd generation iPhone/iPod touches, iPhone 4 and iPad. Previous version of iTorque 2D only handled iPad and iPhone, no iPhone 4 or universal apps. v1.5 extends your reach with ease. The following devices have been tested for performance and identical functionality:

  • iPod Touch 2nd Gen
  • iPhone 3
  • iPhone 3GS
  • iPod Touch 4th Gen
  • iPhone 4
  • iPad
  • iPad 2
The Universal App system allows you to create a single game once and deploy to all of the above devices. Not only that, they all perform quite well when you adhere to the standard best practices. No hoops, no multiple level files for the same scene, no hassle.


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Automation

Supporting all those devices is no easy feat, especially for 2D game developers. There is a laundry list of issues to overcome when creating universal apps:

  • Supporting multiple resolutions that do not adhere to aspect ratios (480x320 vs 1024x768)
  • Loading higher resolution artwork for more powerful devices
  • Creating levels that look the same on all devices
  • Detecting device type for unique code or level management
  • . . .and so on
If you think this is a hassle, then you are right. That's where GarageGames steps in. The ultimate goal of a tools provider is to make game development easier. iTorque 2D v1.5 delivers in this aspect by taking care of that annoying list. We've done the hard work for you! Not only that, but the support extends to programmers, designer and artists. How?

  • Automatic Resolution Handling: iTorque 2D will detect the device type and set the game resolution to the supported spec. No need to manually set the camera, canvas or scene window.
  • HD Texture Support: New to v1.5, your game will automatically load higher resolution versions of your textures when it runs on iPhone 4 and iPad. It's as simple as activating a checkbox.
  • Full Editor Integration: Toggle between device types while editing to see how your camera will display objects. No additional coding required to test your art or level design.
  • Updated Preview: Choose between iPad, iPhone and iPhone 4 when you preview your game on Windows and OS X. Check out your levels and art without constantly deploying.
  • One Level System: Create a single level, run it on all devices without any trickery or duplicate files required.
  • New Script Variables: Scripters have access to the device type, device resolution and what textures have been loaded into memory.
  • Per-Device Objects: Unique to iTorque 2D v1.5 is the ability to specify what device an object will load on. This opens up the doors to creating a universal app, then tailoring a specific device feature or interface.

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Retina Display

The request for iPhone 4 Retina support was the kick starter for Universal App Support. Artists and programmers alike could not resist the allure of doubling their game's resolution (960x640) and loading HD textures.

That raised the question of how to support three resolutions and optional HD texture loading without the need to create multiple levels for the same scene. Ultimately, it was all worth it. If you are looking for visual proof, here is a comparison:

Standard iPhone

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Retina Support

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Wow! Actual curves and clarity! What enables this kind of high resolution gaming?

1. Place a higher resolution image in the same directory as your standard image (using the _hd appendage)
2. Click "Use HD Texture" on the image map
3. Run the game on an iPhone 4 or iPad

Simple, fast and no coding requiring. (You're welcome artists)


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Next Entry

Good news everyone! The next blog is entirely dedicated to. . . RELEASE! That's right. The next time you see an iTorque 2D blog will be the official announcement of the engine release. Remember, time is also running out on the limited pricing special. There has never been a better time to be an iTorque 2D user, so jump on board if you haven't already.


Preview Image

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#21
09/22/2011 (2:02 am)
@Pedro, thanks, we doing similar things, I just wanted to ensure that the 1.5 release has this covered otherwise people will become confused.
#22
09/22/2011 (8:25 am)
@Scott - We ran some tests. Velocity, world limits and everything else works well across all devices. Rejoice! =)
#23
09/22/2011 (11:47 am)
Thanks Michael, excellent news :) Looking forward to the build!
#24
09/22/2011 (7:38 pm)
how can i have a guy to fight in torque 3D with out having to buy a add on
#25
09/23/2011 (9:35 am)
@Brian - Please do not post this in any further blogs. Just use the forums.
#26
09/23/2011 (10:32 am)
"Remember, time is also running out on the limited pricing special. There has never been a better time to be an iTorque 2D user, so jump on board if you haven't already."

In an earlier blog it was mentioned that if I purchased 1.4 that there was a possibility of an additional charge to upgrade to 1.5.

Basically, you sold me on iTorque 2D 1.5.

If I want the best price, should I buy 1.4.1 now or 1.5 when it is released?
#27
09/23/2011 (12:35 pm)
The price increase is tied to a time frame and not the version. The increases happens on Oct 17th, so purchase before then for the best price.
#28
09/26/2011 (9:44 am)
If we've purchased 1.4, will we need to purchase 1.5?

Also wanted to say I'm very excited to see 1.5 released - this is great news and nice job to all involved! :)
#29
09/26/2011 (9:54 am)
@Joe - There IS an upgrade cost for 1.5. However, if you pay the upgrade cost before Oct. 17th, it will still be cheaper than waiting.


OLD POST, NOT VALID: v1.5 does not have an upgrade cost. However, the prices for all engines are going up on Oct. 17th. iTorque 2D 1.5 will release before then, so it will still be available for $99. After Oct 17th, the license will cost $149. You can read more details on Eric's Studio and licensing blog.
#30
09/26/2011 (10:03 am)
Thanks! Still reasonably priced - glad to see you guys are maintaining the indie friendly attitude!
#31
09/27/2011 (9:55 am)

* Important Update On Pricing *

There was a miscommunication about pricing for iTorque 2D v1.5. There IS an upgrade cost for 1.5. However, if you pay the upgrade cost before Oct. 17th, it will still be cheaper than waiting. On behalf of Eric and myself, we deeply apologize for this correction.
#32
09/28/2011 (4:22 am)
So it's $99 right now rather than $149 and then you get the upgrade from 1.4 to 1.5 for a bit less than $50.
Questions:

- Will each major updates is based on a paid per updates model?

- Have you finally officially implemented Box2d in iTorque 2D AND Torque 2D since I assume both dispose of the same features (as poorly mentioned in the product features pages). The Free Community Resource about Box2D is currently NOT a solution we aim to. The resource is available for the Box2D 2.0.1 of 2009 and we are using the more recent Box2d 2.1.2 version.

- Is this possible, without having to buy those 2 products (through we already own Torque 2D), to have access to the current list of issues and bugs of the current and next version ?
When using Torque 2D we often fall into features bugs leading to avoid or redo part of the game (and ultimately having to create or own game engine), so this time I like to clearly know what I'm buying. Hope you understand.
#33
09/28/2011 (6:02 am)
Quote:So it's $99 right now rather than $149 and then you get the upgrade from 1.4 to 1.5 for a bit less than $50.
Basically, if you purchase the engine and update now, it will be cheaper than it will be after Oct. 17th.


Quote:- Will each major updates is based on a paid per updates model?
That detail has not been finalized. This is the first paid update to iTorque 2D since 1.0.

Quote:- Have you finally officially implemented Box2d in iTorque 2D AND Torque 2D
No, not for iTorque 2D 1.5 or Torque 2D 1.7.6

Quote:(as poorly mentioned in the product features pages)
How it is poorly mentioned? I'm more than happy to update the product pages to make sure they are accurate, so just let me know what's wrong with the description.

Quote:- Is this possible, without having to buy those 2 products (through we already own Torque 2D), to have access to the current list of issues and bugs of the current and next version ?
Yes. I will release a list of change notes and known issues when iTorque 2D 1.5 is released.

#34
09/28/2011 (12:15 pm)
@Rivage - In fact. I just posted the change-log for 1.5. It is subject to change, because that is the nature of development. You can read the list in this thread.
#35
09/28/2011 (3:54 pm)
Thanks Michael.

What I mean by poorly mentioned is this line iTorque 2D also includes the many features and a similar tool chain provided by.

It doesn't guaranties that every features from Torque 2d will be present and correctly running in iTorque 2D. Plus the fact that there is still a bit of work with Torque 2D to really use all the features out of the box without any problems.

Too bad about Box2d, really :(
I wait for this since many years now and looking the mainstream it's nearly a standard feature.
I really though it would be there this time.

But the most important is that iTorque 2D run at a very good speed and I hope to see more videos about the script performances.
#36
09/28/2011 (4:29 pm)
@Rivage - Ah, I see what you mean about the product page. I'll bring this up with marketing tomorrow.

Quote:Too bad about Box2d, really :(
I'm with you. An official Box 2D integration would have been great for the next release. I'm a huge fan of the SDK. However, the scope and required work would have driven the release all the way out into December. That's if everything went well.

I'm glad you understand and hope you'll find 1.5 to be satisfactory. There are some other really cool features in there.
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