Game Development Community

Vote for a real and complete project

by Isaac Barbosa · in iTorque 2D · 02/20/2010 (7:44 pm) · 18 replies

This is my personal suggestion/begging/claim for GG.

PLEASE include a real iphone game project so newbies and everyone can go there to see what´s happening or what to do to do better memory management for instance. I hate the shooter project that seems to be the same TGB 1.2 project.

PLEASE take time to do more for us, the user and buyers/customers.

Did you know that COCOS 2D -that´s free- guys sell a whole and complete iphone project for 100? So I guess that for a engine that costs 750 we will receive a more complete and professional sample project.

I vote for this.

And thanks to the community for their help, if it were only for the GG support I haven´t learn too much yet.


#1
02/20/2010 (7:49 pm)
the engine costs $500 actually, and independent of that it is in no way fair to compare the two as cocos lacks what obviously brought you here: the editor and scripting and "non objc coding" :)

yet I agree to the vote, but it was mentioned that this will happen in the original blog that informed us about luma doing the iphone dev on torque
#2
02/20/2010 (8:02 pm)
I didn´t read that forum. Not time for read everything. But that is great notice. I will wait :)
#3
02/20/2010 (11:43 pm)
Cocos2D is a nice engine, but the documentation is lacking, and the internals have changed completely several times over. At least the scripting is the same as always in Torque engines, so knowledge carries over :)
Plus there IS documentation!

But a simplistic game would be nice, with ample explanation of memory handling. Almost-ready builds for popular social networks would also be fun extras - example projects where you just drop in OpenFeint/Plus+ etc. Not that it's hard, but newbies could benefit.
#4
02/21/2010 (4:24 pm)
I doubt that TS post the "T3D tech branch" will remain the scripting language.
It has not gotten any love since TGE aside of the "iTGB optimizations", while all other languages out there (the industry standard) developed far further.

If GG switches to one of these, they get the benefit of a supported, growing, industry standard language and that without having to do that work themself. The industry standard language is also a very strong distinct reason to switch, after all they seem to want to enter the market of non-source technologies even more and there a standard language instead of TS is required especially as long as the amount of resources on it are that scattered around, outdated etc
#5
02/22/2010 (1:21 pm)
I put a "real" game into the latest version of the Kart Kit. "Cascadia Kart" is included in the kit and is also on sale in the app store.

I would say it has helped quite a bit. I know one person was able to publish "Glacier Racer" with a beta of the "Cascadia Kart" code. I also now see a few folks actively making progress on their games, which I hadn't seen much of before.

So I agree, a real game would benefit a lot of users. :)
#6
02/22/2010 (5:16 pm)
I would LOVE to see a real game. I learn best by picking apart a final project and seeing how it works. Tutorials help but a real game would be an order of magnitude more useful :)
#7
04/16/2010 (12:11 am)
Bump!. I agree the vote. We need some real examples. The one from TGE are heavy with scripting and don't translate well. The example came with the iphone package is inadequate. please, we need demos... we'll pay if we have to.
#8
04/16/2010 (5:23 am)
While I don't agree on the vote, I agree on the fact that a complete project was promised and publically officially announced last year and has not happened yet.
#9
04/16/2010 (7:57 pm)
@Chris Jorgensen

heh, your comment just got you a sale :-) I didn't realize you had packaged your game in the kit. Yeah, I like the idea of having access to a full blown game to look at/tear apart and use parts of. I was hoping I'd see some full blown kits/games available somewhere. I believe Larva Mortus is another one that comes close. The devs let you take a peak at the source to their complete game from their site (http://blog.rakeingrass.com/?p=23). I was hoping to see Hinterland or Buccanear being sold as full-blown kits after a time. That would be nice, just like it's nice to be able to take a look at Cascadia Kart.

I'll sign this just to show interest in being able to buy 'usable' source to a full blown game or project. I understand that the source to a full blown game would come with a price, but it would be worthwhile to spend to get access to it. That's something that's not really possible with other games you see out there with non-commercial source clauses or GPLed software.

Having Tic Tac Toe examples is good for learning the tech, whereas having access to published games would be a nice next step. I'm assuming of course after a period of time they can make the big bucks off the game itself, followed by follow-on sales from the source/kit.
#10
04/16/2010 (11:52 pm)
Chris Jorgensen's has knocked it out the park with the his 1.2 version of the Kart Kit. It's a complete game, with tilt/touch controls, steaming mp3, etc. I learned a TON of tricks which has made it into my app.
#11
04/17/2010 (3:39 am)
@Chris: Is the Kart Kit example game for the latest version of the engine? If so, I'm buying some new toys when I'm done with my current hell-project (web stuff) :)
#12
04/18/2010 (4:04 pm)
@Kevin / Dean: Great! I'm glad to hear it.

@Ronny: It runs in 1.3.1 and 1.7.4, though I *think* the Cascadia Kart in the app store is still 1.2.
#13
04/18/2010 (4:28 pm)
I have been pushing for example code for a long time and no one ever seems to care. If the programmer has time to write a feature, it shouldn't take that long to write a quick example of how it is implemented. Especially for those features that have no documentation!

Sure, an actual example game would be awesome! But I would settle for individual example snippets that should take so little time to make, and would be such a help.

I'm glad someone other than me is bringing this up now.
#14
04/18/2010 (5:32 pm)
Count me as a vote for "yes". Feature examples are the first priority, but I definitely want to push to get solid game play examples that utilize those features. Low hanging fruits include:

- Port of Fish game to iTorque: Optimized assets, behaviors cleaned up and come with C++ versions, OOB (out of box) project compiling for iTorque

- A proper Behavior Shooter: Let's face it, the original Behavior Shooter Components project was horribly slow, unoptimized, bad assets, and lacked proper direction. I'd like to get a scrolling shooter in as one of our demos.

- Match 3 Port: There are a couple example tutorials (made by the community) that could be useful. I'm thinking rather than a full game, a demonstration of optimized scripting and Match 3

- iPhone Playground: You're familiar with the Behavior Playground, right? I want to provide a project that is 100% geared to showing off every exposed iPhone feature similar to how the Behavior Playground works.

- The example game: OK, so we can't provide the code for Flipt or Marble Blast. The engine improvements do get rolled into the official release, but the actual game play is withheld (for obvious reasons). I'm in the process of finishing up a game that will be submitted to the App store (pending current Apple news). After the game has been approved, I will release the code to licensed iTorque owners.

Game play examples take time, and are lower priority than compliance with Apple license agreements or critical OS requirements (like multi-tasking). However, we know how important they are and have set aside time for them.
#15
04/18/2010 (6:47 pm)
Given that Multitasking is a 3GS+ only thing, I'm forced to say that there is hardly anything thats of lower priority to me. Also it shouldn't be much work as even games that were just recompiled 3.0 or even 2.2.1 ones worked nicely with it. Its not like iTGB is using anything that would benefit from the 5/6 special multitasking types. Unless I missed iTGB is as most games primarily targeted towards the app caching style multitasking.

Most of the MT types are primarily for applications to my understanding and my point of view of their use, the only multitasking type I could see of use for games and even there primarily the "facebook mp style games" (like We Rule and alike) is the local notification
#16
04/18/2010 (10:01 pm)
@Mark - Sorry. I should have used a better example, or just been more direct. I was mostly referring to any hard requirements Apple might enforce. If they are rejecting iTorque apps because of some new OS feature not being supported, then that takes priority. At any rate, I'm looking forward to releasing our production plan when things settle.
#17
04/18/2010 (10:50 pm)
Ah yeah thats clear.
Approval requirements must be met and thats top priority above any "new toy", fully agree on that and support such plans :)

But I doubt that there is any direct thing that needs to be looked into aside of potentially the requirement on the scripting side. OS4 features can't be a requirement as they obviously can not drop OS3. What I though expect is that by the day OS 4 goes live, OS 2 apps will no longer be approvable. Apple has already cut the SDKs

Looking forward to hear about the plan as soon as we hopefully get out of this state of free fall to hell. :)
#18
04/19/2010 (10:13 am)
Quote:OS4 features can't be a requirement as they obviously can not drop OS3.
Most likely, but we have recently discovered that what makes sense or is "fair" does not always lineup with Apple's concepts. Always be prepared =)

Quote:Looking forward to hear about the plan as soon as we hopefully get out of this state of free fall to hell. :)

Me too! I'm hoping iTorque will be the first of our engines to release a full production plan and milestone list (i.e. roadmap), provided readers understand that development plans can change. Kind of scary, but at the same time it will help people who have licensed the engine to better plan out their development.