Game Development Community

Torque Game Engine Advanced Open Beta 2

by Matt Fairfax · 03/28/2008 (7:09 pm) · 27 comments

Full of Awesome!

What an amazing community! It has been just over a week since we released the TGEA 1.7 Open Beta 1 and it is hard to believe how much you guys have pitched in and helped!

We've been working hard to address your bugs and to roll further improvements into TGEA 1.7 and I am proud to share that with you as the TGEA 1.7 Open Beta 2!

www.rustycode.com/matt/plan_03_28_08/boom.jpg

You can go grab it from the TGEA download link on your My Account page. Quickly! Go get it!


What am I getting myself into to?

www.rustycode.com/matt/plan_03_28_08/jira.jpg

We've managed to pack in a ton of fixes into this release!

I could not have done it without the amazing help of Josh Engebretson, Tom Spilman, Michael Perry, John Kabus, Jeff Faust, and Stephen Zepp. These guys have really pitched in to help, going above and beyond the call of duty!

You can see a list of all of the changes we've rolled into the release here:


A little goodie for you!

One of the most exciting things that this release brings, is a solid version of the Forge Demo that we are happy to be able to share with all of the people who have yet to purchase the TGEA SDK (shame on you ;).


www.rustycode.com/matt/plan_03_28_08/glowy_forge.jpgClick here to download the Forge Demo

What's next?

One of the coolest things that Brett hit on in his recent blog about the whole IAC deal is that we finally have the resources to properly follow through on our releases and to continue development. We no longer have to immediately move on to something totally unrelated in order to keep the company afloat. This means that you are going to be seeing a lot more frequent updates to our products (measured in weeks and months rather than in years).

Our bug list for the TGEA 1.7 Release is getting pretty short and Beta 2 is very nearly a release candidate. Assuming no show stopping bugs pop up (*knocks on wood*) we will be launching TGEA 1.7.0 really soon! But don't worry if your particular issue hasn't been fully addressed. We are going to continue active development on TGEA and you will be seeing the fruits of that labor much sooner rather than later.

Final Stretch

With all of that in mind, I want to further encourage people to help us find bugs and to continue to offer feedback. You have our ear and our attention...now it is up to you to put it good use!

About the author

By day, I am a senior programmer at The Playforge, makers of the popular iPhone game Zombie Farm. By night, I work on my own games as Night Heron Games. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.

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#1
03/28/2008 (7:19 pm)
Like Godiva chocolates, TGEA 1.7 is super sweet!
#2
03/28/2008 (7:34 pm)
No obscure quotes this time. This is awesome! I just hope I have time to port my projects before the release...
#3
03/28/2008 (7:34 pm)
Great stuff, looking forward to testing it!
#5
03/28/2008 (8:28 pm)
Thanks again guys - that was lighting fast!
#6
03/28/2008 (9:05 pm)
very nice
#7
03/29/2008 (1:56 am)
Awesome, glad it had a quick turn around rate!
#8
03/29/2008 (2:14 am)
Great stuff - can't wait for final release :)
#9
03/29/2008 (6:17 am)
@Prairie - OMG YOU STOLE MY POST!!!!!!!! That is exactly what I was going to put up!!! =)

Fantastic release guys. The push to fix bugs and polish the code was an amazing effort. Also, Kudos to the community for that amazing response and organization of bug reports that flowed in the forums.

I'll post my next blog about documentation and post some important info in the TGEA 1.7.0 Documentation Feedback thread, soon. Ignore the version number of the thread, as it is now considered feedback for all 1.7+ docs.
#10
03/29/2008 (6:29 am)
Quote:
This means that you are going to be seeing a lot more frequent updates to our products (measured in weeks and months rather than in years).

Being an "action is louder than words" sort of guy, it great to to see these words come after the actions :-) One week since beta one and the whole list? Were you guys sitting on fixes ;-)

Keep up the good work.
#11
03/29/2008 (9:01 am)
Being out of the loop for a whlie I had to have my account restored and started checking and before I can get a good look at the Beta I just downloaded, you already released an update. You guys are going to hsave to slow down:) Just kidding. Seeing the quick updates gives me a better feel for the future of the engine.

So. Any chance of getting another format for the 3D models (Characters) other than MAX?
#12
03/29/2008 (9:44 am)
ZOMG!
#13
03/29/2008 (2:47 pm)
This is super news! Can hardly wait for the final release.
Great work!
#14
03/29/2008 (4:11 pm)
Sweet!! I just became an official TGEAer the other day.

Ya know, my neighbor is a robot and he's got quite a few vehicles up on blocks in the front yard.
#15
03/29/2008 (5:01 pm)
OMG ... I think I just wet myself.

Great Job.
#16
03/29/2008 (11:57 pm)
I must say, Im really happy for GG -how this whole new way of thins are turning out!

Guys, your doing a totally great job. Bordering an insane effort ;)

Keep up the spirit, because this is just <<< AWESOME >>>
#17
03/30/2008 (10:03 am)
So is Faust considering updating AFX for this? IMHO it would be a great addition to TGEA and should be included as a standard feature. But even if it still is an extra add-on, it rocks and I will be adding it to my project.
#18
03/30/2008 (10:35 am)
@Trenton - Jeff has posted his plans for updating TGEA 1.7 HERE
#19
03/31/2008 (3:21 am)
And the Awesomeness continues....
#20
03/31/2008 (6:04 am)
you guys left your cs files in the forge demo. What is it one should do after looking at the player when you start that mission?
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