Game Development Community

ITGB 1.0 problems

by Alex Rice · in iTorque 2D · 09/30/2008 (7:34 pm) · 44 replies

(Mac OS X 10.5)

*Un-usability of Level Builder*
Launch tgb/Torque Game Builder.app
The mouse jumps far down+right with every click, making the UI totally unusable

*Preferences | Design Resolution*
Is set to 800x600?

*Scene appearance*
Level builder does not appear in iphone aspect ratio 320x480?

*Open Project fails*
Open project games/BehaviorShooter_iPhone/project.t2dProj fails

*Build Project menu*
There is no iphone build shown; just Mac and Win.


Well I am going to start reading the scripts and platform source, to see what I can learn, but first impressions are - this is a real bummer iTGB is not going to be usable for me, yet. At least I can keep working in 1.7.4; I have a lot of work to do anyways.
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#1
09/30/2008 (9:06 pm)
Yep same report just like Alex. Oh well back to prototyping with TGB, I'm just wishing iTGB's kinks will be fixed in a few weeks.
#2
10/01/2008 (6:06 am)
Same issues here :(
Demo project fails to open, can't set resolution to 320x480 or 480x320, mouse cursor is offset making it unusable.
#3
10/01/2008 (9:06 am)
Hmmm. Mine is failing now too. Can someone do me a favor? Did anyone already have TGB installed on their MAC? If so, could you try opening one of the game projects from TGB (not iTorque). Try using those editors.

See if you are having the same problems
#4
10/01/2008 (9:13 am)
Michael, open which project file with which TGB version? Just want to clarify what you are asking.
#5
10/01/2008 (9:17 am)
If you have TGB 1.7.x, try opening BehaviorShooter or BehaviorPlayground.
#6
10/01/2008 (10:27 am)
When can we expect that relaunch of 1.0 with the 1.7.4 editor for iPhone instead of the 1.5.0? (and whatever else might have went wrong)
This definitely leaves quite a bit of questions why the Indie have been left out till 1.0 if the release is that half baken as it seems to be after a bit more than an hour. Is this really the 1.0 or was just the 0.9 thrown out to meet the release date? because I can't remember the page beeing updated to 0.9 ...

Beside that: great work :)
#7
10/01/2008 (10:29 am)
With TGB 1.7.4 i can open the "project.2dproj" from the behaviorShooter_iphone folder and start it.

If i started it i can use my mouse to position the ship but don't know how to shoot and also like i wrote in another thread, the other ships stick to the right site of the window and do nothing.
#8
10/01/2008 (10:30 am)
@M- Are you getting console errors claiming certain behaviors cannot be instantiated?
#9
10/01/2008 (10:43 am)
The exe / app does not work correctly

you need to build and debug in the iPhone emulator at least ...
#10
10/01/2008 (11:18 am)
@Michael, also BehaviorPlayground was not included in the release, the only project in games/ is BehaviorShooter_iPhone.
#11
10/01/2008 (11:30 am)
Is everyone having these same problems? I haven't even managed to get the app open yet because of the mouse issue lol..
#12
10/01/2008 (11:40 am)
@All - I'm having all the same problems and am sending out e-mails to those involved with iTGB development to find out what's up. Issues are confirmed and logged and actively seeking resolution.
#13
10/01/2008 (11:59 am)
Some clarification here:

iTGB needs to be a stand alone build for each and every game you make as the iPhone needs to have all its data in the app file it puts on the phone, script, wavs, pngs etc.

The iTGB directory you downloaded does not build the PC or MAC versions, you will still need the standard 1.7.X for that. Also, there are some script changes for the Torque Builder tool that allow for iPhone resolutions that you will need to put into the Tool directory, those changes should be in the iTGB version you have under tgb\tools.

BehaviorPlayground and all other TGB games should work with iTGB, we included BehaviorShooter as an example with the graphics shrunk and some of the scripts put into components.
#14
10/01/2008 (1:00 pm)
@Paul - Thanks for stopping in to help out with this.

@Everyone - Fix coming soon
#15
10/01/2008 (5:34 pm)
I have the same problem.

@Everyone - Fix coming soon

Thanks Michael!

Jozsef Trencsenyi
CEO
Artex Studios, Inc.
www.CasualGameStore.com
#16
10/01/2008 (6:59 pm)
@Jozsef - Hold the thanks until delivery, and don't target me solely. Paul and the other iTGB devs are working hard and providing us with a lot of information. There are other GGers pushing hard on this as well.
#17
10/01/2008 (10:52 pm)
Same as above. Here's to hoping for shallow bugs!
#18
10/06/2008 (3:30 pm)
Just a quick update. We've managed to track down and fix the following bugs:

Quote:*Un-usability of Level Builder*
Launch tgb/Torque Game Builder.app
The mouse jumps far down+right with every click, making the UI totally unusable

*Preferences | Design Resolution*
Is set to 800x600?

*Scene appearance*
Level builder does not appear in iphone aspect ratio 320x480?

*Open Project fails*
Open project games/BehaviorShooter_iPhone/project.t2dProj fails
We were also able to catch a few more posted in other threads. For instance, unlike the 1.0 build, the TGB project now compiles on PC, OS X 10.4, and OS X 10.5.

There are just a few more tweaks that need to go into 1.0.1 release, but I just wanted to drop this progress report to keep you informed.

edit- Before anyone asks, I do not know the target release date yet. We are really putting 1.0.1 through the QA ringer, so if we find one issue we start back at square one to guarantee a solid and enjoyable new user experience.
#19
10/06/2008 (3:36 pm)
Thank you for the update
#20
10/06/2008 (4:25 pm)
Thanks for the update. We were hoping to have our game out by the end of October, is there any chance that there will be a usable, optimized (both speed and graphics as noted in other threads) version in time to make that deadline?

I know a lot of effort was put into meeting the deadline of September 30, but was that really smart to release when you couldn't even use the mouse? And to have no documentation?

Here's what I would REALLY like at this point:

1. A comprehensive list of what iphone features are supported so we can plan for it in the code we are working on right now in regular TGB. For instance, can we integrate the Apple keyboard as an input device and how will that work? Can we use the sliding gesture to slide between screens (like sliding between the game and help screen)?

2. All of the docs that you have already, now, updated every other day as they progress. This would help us get a proper project set up and we can learn as they come out.

3. Fix the mouse problem and give us a beta to play with. At this point we have no choice other than to become part of the QA if we want to get something out soon. I don't know how many of us pre-ordered iTGB back in September, but I think it's reasonable to ask to now be part of the beta, and at least have something to play with.

Not to bitch too much but it seems like items 1 and 2 could be done by morning. I'm sure someone could take an hour to write up #1, because we are out here trying to complete our graphics for the GUI and figure out how to create a touch interface, and right now we have NO idea what is supported and what we will be able to do.

So PLEASE, oh gurus of games, whose products I do love so, PLEASE help us get moving.

Thanks,
Andrew
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