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Is April Really Over?

by Eric Preisz · 04/27/2010 (5:47 pm) · 35 comments

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April has come and is ending quickly. Has this month flown by for you as it has for us? What a blur. I thought I would check in real quick with some small reminders and updates since it’s been a while since I’ve posted anything. Over the past couple of weeks we’ve been queuing up some news on TorqueX, education, web-site updates, docs, and some other topics that I won’t even mention without them being a title of their own blog. Those blogs are in the works, but we aren’t quite ready to share all of the information yet.

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iTorque


As you know, we’ve been running a promotion for the iPad. If you purchased iTorque in the month of April, you are in the drawing for an iPad. We are also running a discount on the 2D version if you use the coupon code ITORQUEIPAD. This promotion ends this Friday at 11:59 AM PST, so get in while you still can.

The topic of Apple’s new TOS has created a lot of emotion both here and across the development community. We’ve discussed the terms with our legal counsel and we all feel very confident that we are compliant.

It's a great time to have an engine that runs on C++ and Objective C and still utilizes Xcode.

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TGB Update


TGB 1.7.5 is in QA. We are expecting to receive the OK from QA before the end of the month so that we meet the deadline that we promised you in March. The Mac version has a few more final touches than the PC version, but we are hopeful that they will arrive together on Friday.

This version includes many fixes including OS support for XP, Vista, Win7, Snow Leopard, Leopard, and fixes for Visual Studio 2008. Also included are many fixes for stability and memory allocation.

We’ve seen quite an increase in TGB sales; we believe this is due to the rise in social casual and core casual games which TGB is so well suited for.

Thanks to everyone who's been helping us with the bug fixes.


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TorqueX


As you know, we are re-committed to TorqueX after a couple years of sparse resource allocation. We've upped the personnel from 1 to 7 people with one full time person dedicated to user experience. This combined with our new QA team should get the ball rolling on both near and long term updates.


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QA & Usability

The release of TGB 1.7.5 marks our first round of work with the Full Sail University QA and Usability Lab. They have performed compatability testing and bug tracking along with automation scripts. The QA division is new, so there is still some work needs to have the lab running at 100%, but it's a great start and the lessons learned will help us in our next round. We've started doing some experimental usability runs as well. Getting data straight from brand new users as opposed to interpretation of forum comments and individual opinions is proving to be a very valuable tool in our decision making process.

Alright everyone, I've gotta get back to work. We are heads down working towards and extremely busy May. BTW, be sure to congratulate Scott Burns and Dave Wyand who became full time employees in April. Glad to have you two on board!

About the author

Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.

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#21
04/29/2010 (11:07 pm)
Can't wait for the TorqueX updates!
#22
04/30/2010 (8:56 am)
Re: iTorque 2d - The requirements state, "You must have TGB Pro (with source code included) in order to use Torque 2D for the iPhone. Both products are sold separately."

However, when I add iTorque 2d to the Cart and then add TGB Pro to the Cart I see the message, "iTGB includes access to TGB Pro, you do not need to buy it separately."

Slightly confusing. Can somebody clarify this for me please?
#23
04/30/2010 (9:06 am)
@Matt
We updated our cart system to avoid the confusion between iTorque 2D being an extension license for our desktop engine (TGB Pro). Now the cart will check your account, see whether you have a license, and automatically apply the correct items to your cart.

If you have a TGB binary license, it will add a Pro upgrade ($150) and iTorque 2D ($500). If you have a Pro license, it will just add iTorque 2D since you have the pre-requisite. If you do not have a TGB license at all, it will add TGB Pro ($250) and iTorque 2D.
#24
04/30/2010 (11:09 am)
Thanks David.

Another quick question while I'm here;

- Is there an update on the progress of the TGB 1.7.5 update?

Thanks!
#25
04/30/2010 (11:34 am)
@David, thanks for the info, I twittered about the instant action and caused a small storm among some XNA devs.
#26
04/30/2010 (11:39 am)
Whew, wow April really is over now. Sorry it took a bit to respond to those with questions about the QA Lab, but well, the Lab's been a busy place this past couple weeks.

I believe Matt Fairfax will be posting a blog later today about TGB 1.7.5 so I'll leave the details of it for him to discuss, but it has passed QA testing.

@Donald
For now the automated testing has mostly revolved around using TorqueScript to automate some tests.

@Gavin
I know the bug you're talking about. It should be gone with this release. That was a tough one to reproduce but I haven't seen it at all in the latest build.
#28
04/30/2010 (9:23 pm)
@Scott Burns I see, back in the day I use to be a maniac on Compuware's QA Run. Now I can't even find the website for it... makes me feel old.

@Matt did you just hijack the thread? ;)
#29
05/03/2010 (11:30 am)
@Donald
I actually came across that while researching possible QA software a couple weeks ago. If I remember what I dug up correctly, Compuware got bought up by someone who in turn got bought up by someone else.
#30
05/03/2010 (12:49 pm)
@Scott so basically it's ruby or nothing :)
#31
05/20/2010 (11:25 am)
Eric, wasn't sure where to post this but thought this might be the most appropriate place....

... do you have an update on how the "June" Torque X release is progressing please?
#32
05/20/2010 (11:31 am)
@Matt - Torque X is progressing well. We are addressing a lot of the bugs that are affecting both the runtime and the editors. QA is cranking on it and providing us with good feedback so that the June release can be as solid as possible.

Tom Spillman has also been following the Torque X forums and posting the quick fixes that he finds and Pino has been uncovering issues and providing us with fixes as well.
#33
05/20/2010 (11:45 am)
The report I've received is that everything is on track for a June TorqueX release. If you remember, we sent this to QA once and it bounced back to us because it wasn't close. We estimated a month worth of fixing.

This release is focused on cleaning things up and merging in a lot of the community fixes. From what I've heard, we've fixed a lot of bugs and performance problems already. Tom from Sickhead has been posting some notes in the forums.

The QA team is ramping up on TX in anticipation of 3.2.1 installers. Right, most of the QA team is focused on iTorque 1.4 followed Torque 3D beta 2. Then TX should be ready for QA.
#34
05/20/2010 (11:46 am)
Ha...double answer. Awesome. Glad we said the same thing :)
#35
05/21/2010 (12:36 am)
@ Eric and Derek

Thanks for the update guys. Much appreciated!
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