iTorque 2D 1.4 Beta Released
by Michael Perry · 05/12/2010 (11:05 am) · 20 comments

iTorque 2D 1.4 Beta
UPDATE: iTorque 2D 1.4 Beta 2 Released (click link for change log)
Greetings iTorque 2D developers. As mentioned in our IRC Hour: Special Edition, we have a release plan for v1.4. In the past, we have not fully utilized our bug tracking system or solidified a proper release plan. That's changing (rejoice!) Here are our estimates:
- Week of May 10th: Beta
- Week of May 17th: Official QA
- Week of May 24th: Release (pending QA approval)
Note that I am using "week of" estimates, rather than solid dates. Why? We do not use hard dates to account for pending QA reports and development changes.
Well, it's here: the Week of May 10th. The iTorque 2D 1.4 Beta is ready for download. Just jump to your account and click the download section. The primary goal of 1.4 was to release a slew of new iPhone OS features exposed to iT2D via editors and scripts. Additionally, we spent some time making subtle usability improvements (yay level datablocks editor!).
CHECK OUT THIS THREAD FOR INSTRUCTIONS, BUG REPORTING, AND MORE RELEASE NOTES
We have a huge list of changes, which is why we have added new projects to show them off. While we are working on polishing the examples, finishing the docs, and fixing bugs, feast your eyes on the changes:
New Features
- Four new example projects
- Visual level datablocks editor
- Robust UIKit Support (iPhoneUIExample)
- Media Core support for movies and playing music from device library (iPhoneiPodExample)
- GPS Location (iPhoneLocationExample)
- Storekit Integration (iPhoneStoreKitExample)
- Social networking "manager", which allows for easy integration of 3rd party tech like OpenFeint
- New iDevice Settings section in editor, allows for toggling resolutions between iPhone, iPad, landscape, and portrait
- New iDevice Feature Builder, allows you to pick and choose what OS Features you want enabled for your app: MultiTouch, Location, P2P networking, StoreKit, and so on
Changes and Improvements
- Cleaned and updated iPhoneExample project to utilize new features and improved Xcode project
- Updated documentation
- Level Datablocks now managed through editor interface
- The 100x75 camera resolution is no longer default. Developer is expected to carefully manage device resolution settings along with iT2D camera editor.
- Updated setScreenMode bug based on Sven's instructions. Works for me now.
- Adding missing XCode projects
- Fixing iPad resolution on main.cs
- Adding Fixes for a proper resolution changing setup
- Adding proper XCode projects for each of the examples
- iTorque app no longer kills music that was playing before launch
- CADisplayLink optimisation support
- $pref::iPhone:: is now $pref::iDevice
Known Issues
- It appears some of the project executables were stripped during the packaging. Will update the beta with these shortly. For now you can copy the iTorque2DGame.app from the iPhoneExample and use that in each projectFiles directory for the apps. Sorry, about that.
- Arrows in certain projects do not cause ship to move (iPhoneExample). Script calls still work, most likely a compiler flag issue.
- Occasional resolution bugs when toggling between iPad and iPhone. This mainly applies when you are switching device resolutions on examples made for the iPhone. Be very careful when changing the camera resolution, as 100x75 is no longer the default and 1:1.
- Auto-rotate not implemented yet
- No iPad example yet
- Docs not fully updated
- Examples not fully polished
- Delete button on the editor does not properly remove the items. Clicking around suddenly pops all the removed ones back
Preview Screens
Level Datablocks Editor (replaces manual copying of datablocks)
New iDevice Settings (manage your device type and frameworks from editor)

GPS Location Example

About the author
Associate Producer / Project Manager for GarageGames
#3
05/12/2010 (12:25 pm)
Still not working on Win7 eh? :(
#4
05/12/2010 (12:38 pm)
Looking forward to downloading and going to town on this tonight.
#5
Does your video card have adequate OpenGL drivers under Windows 7?
The only issue I've seen out of the box is that I had to compile the Visual Studio 2008 project before running it in iTorque. Once the EXE existed it worked fine.
05/12/2010 (1:12 pm)
@Shawn SimasDoes your video card have adequate OpenGL drivers under Windows 7?
The only issue I've seen out of the box is that I had to compile the Visual Studio 2008 project before running it in iTorque. Once the EXE existed it worked fine.
#6
Michael pointed out that we have to delete an appdata folder: C:UsersMichAppDataRoamingGarageGames
I tried it and it worked. Michael is aware of this so I don't think we need to bug it.
Update: Switching itgb projects within the game builder seems to brake it (images won't load). Make sure to uncheck 'start from last scene' and 'start from last project'. If a project doesn't display the images.. close out the game builder and open the project again and it should work.
05/12/2010 (1:31 pm)
@ShawnMichael pointed out that we have to delete an appdata folder: C:UsersMichAppDataRoamingGarageGames
I tried it and it worked. Michael is aware of this so I don't think we need to bug it.
Update: Switching itgb projects within the game builder seems to brake it (images won't load). Make sure to uncheck 'start from last scene' and 'start from last project'. If a project doesn't display the images.. close out the game builder and open the project again and it should work.
#8
05/12/2010 (3:16 pm)
Worked right out of the unzipping for me in Win7. I have an nvidia card if that matters.
#9
05/12/2010 (4:58 pm)
Is tile layer saving problem solved in 1.4?
#10
I can run the games built by it without issue, but I can't run the builder itself. It crashes as soon as it tries to load a scene. This happened with the previous build as well, but I was able to get around it with a debug build.
I got a hold of Michael in IRC, and he said that Windows compatibility is lowest on the their list of things to do, but should be in by the final release, and if not, int he 1.4.1 build.
Edit: I just got home, rebuilding the EXE fixed my issues up. The packaged EXE did not work though.
05/12/2010 (7:46 pm)
@David/JohnnyI can run the games built by it without issue, but I can't run the builder itself. It crashes as soon as it tries to load a scene. This happened with the previous build as well, but I was able to get around it with a debug build.
I got a hold of Michael in IRC, and he said that Windows compatibility is lowest on the their list of things to do, but should be in by the final release, and if not, int he 1.4.1 build.
Edit: I just got home, rebuilding the EXE fixed my issues up. The packaged EXE did not work though.
#11
05/12/2010 (11:27 pm)
; ))P
#12
05/14/2010 (8:06 am)
Doesn't section 3.3.1 kind of kill iTorque for Apple devices?
#13
We've reviewed all of the language with our legal department and feel confident that iTorque is fine. It's written in objective c and c++. If something changes and the binary version of TS becomes a target we have fallbacks that are reasonably easy for us to implement. We've got it much better than Mono based solutions or Flash.
I think others are feeling confident about our solution as well. April was one of our best selling months in iTorque history.
See the following for a full discussion www.torquepowered.com/community/forums/viewthread/113723
05/14/2010 (8:18 am)
@Phil,We've reviewed all of the language with our legal department and feel confident that iTorque is fine. It's written in objective c and c++. If something changes and the binary version of TS becomes a target we have fallbacks that are reasonably easy for us to implement. We've got it much better than Mono based solutions or Flash.
I think others are feeling confident about our solution as well. April was one of our best selling months in iTorque history.
See the following for a full discussion www.torquepowered.com/community/forums/viewthread/113723
#14
05/15/2010 (6:53 pm)
how is this different from my TGB pro, and iTGB? Since I have the earlier, should I, do I need to upgrade? Will upgrades cost?
#15
05/15/2010 (10:04 pm)
@rennie - This is just a version update. The progression has gone from iTGB 1.3 -> iTorque 2D 1.4.
#16
05/16/2010 (8:13 am)
So is it available for free for those who already own iTGB? or for a reduced price?
#17
05/16/2010 (9:53 am)
@rennie - 1.4 is free. Check your account.
#18
great, I was just about to write since I read the header in the post late last night. Anyhow great!
05/16/2010 (12:28 pm)
@Michael, great, I was just about to write since I read the header in the post late last night. Anyhow great!
#20
One question - why bother with a social networking manager with the iPhone OS 4.0 announcements about Game Center?
It appears that OpenFeint will be R.I.P. pretty quickly and that Apple will be squashing other apis (Facebook, et al) as well.
Or maybe I'm reading the tea leaves wrong. :)
05/23/2010 (10:46 am)
This is great!One question - why bother with a social networking manager with the iPhone OS 4.0 announcements about Game Center?
It appears that OpenFeint will be R.I.P. pretty quickly and that Apple will be squashing other apis (Facebook, et al) as well.
Or maybe I'm reading the tea leaves wrong. :)
Torque 3D Owner Ronny Bangsund
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