Game Development Community

ITorque Support Questions

by Brett Seyler · in iTorque 2D · 11/06/2008 (12:06 pm) · 18 replies

Hey iTGB'ers!

We now have a support address for iTorque technical questions if you're getting stuck here in the forums.

itorque@garagegames.com

This address should be used for iTorque specific questions only, not stuff that relates to TGB directly (address those questions in the general TGB forums please or email support@garagegames.com if you're not getting an answer there.

Please follow these general guidelines if you're having problems iTorque specific problems....

1. Search the forums for an answer first. Yes I realize that our search does suck right now. Our new site can't get here fast enough, but in the meantime, there isn't too much to have to dig through if the search doesn't come through for you.

2. Post in these forums. This is the fastest way to get your question answered and the best way to have the answer shared with the rest of the community.

3. If the forums don't answer you questions within a day or two, email itorque@garagegames.com and be prepared to cite your forum post as reference. Emails to this address should receive answers promptly (a day or two at most during the week).

Thanks guys!

About the author

Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.


Thread is locked
#1
11/06/2008 (2:51 pm)
Thats great

Thank you Brett, thought I hope I never need to take step 3 as it takes precious dev time for the next itorque release :D
#2
11/06/2008 (3:59 pm)
@Marc: Aye aye. That's my hope too :)
#3
11/06/2008 (6:32 pm)
Thanks Brett, that is a wonderful thing for those really obscure questions that no one has figured out yet, that are iPhone/iTorque specific. As so few of us are in the iTGB forum right now, this will provide a "last resort" for those of us pushing quickly toward release (or at least submission to Apple).

Andrew
#5
02/24/2009 (10:20 pm)
Stickied! =)
#6
04/27/2009 (12:16 pm)
Hi

I have Game Startup Error: 'initialize Project' function could not be found. This could indicate a bad or corrupt common directory for your game. The Game will now shutdown because it cannot properly function."

even with game example it works when I compile for simulator on simulator but on iPhone doesn't work any idea about it

P.S. There isn't any space in the path
#7
06/08/2009 (2:10 pm)
Hi....

Quick workflow question....for iTGB we have to buy TGB(pro). Should we build in TGB(pro)...then
open the project in iTGB to deploy to the iPhone? A little confusing as the iTGB is not really labelled
in the menus or startups as such.

Also in iTGB during "Build Project" (not really documented?)...I get the "Error...Failed to open main.cs"....during
the compile. Should it open XCode automatically to preview in the simulator? Is does not....but hangs here....

Other than that iTGB really rocks...can't wait for 1.3....Awesome work!!

John Popadiuk
Zidware
#8
06/12/2009 (10:16 am)
You only need to use the version that is in the iTGB zip. We included the entire package so that you would not have to do any messy code merges into an existing Torque 2D build.

What are you selecting under your build settings?
#9
06/30/2009 (2:18 pm)
Hi David.

Let me review again and comment thoughtfully. But I guess the theory is we create in iTGB (not TGB) and then build out the project (export) the needed files to replace the ones from the ITGBzip in XCode. Then compile in Xcode and send to the simulator or device? Should the simulator launch on it's own from iTGB after I build the project?

Also do we create in TGB...and open the project in iTGB to build for Xcode. Its confusing as iTGB's icon or application name is not really lebelled iTGB...nor the title in the headers above the main menus.

I appreciate the help very much!

John Popadiuk
Zidware
#10
07/04/2009 (3:56 pm)
Hi..David...

Under Build Project settings.....

Platform: iPhone
SDK Version: SDK 2.2.1
Packaging: nothing checked
Mode: Debug
Target: Simulator
Optimizations: none

Ok I built a simple game in iTGB (1 background sprite + 1 character sprite) image. Then try to build project
from iTGB.....but get this error...just after it compiles to "Compiling DSOs"

"Error...Failed to open main.cs"

Should the Build Project command compile and then open XCode automatically + the simulator?

Thanks..I have screen shots too.....

John
#11
07/11/2009 (8:30 am)
If it gets an error them something is wrong.
If it does not build from within the editor, it won't work after compilation in XCode
#12
08/06/2009 (10:54 am)
ok...will wait for the new revision that works with SDK 3.0
#13
08/13/2009 (3:14 pm)
Hi all,

I am having the same issue as John.

I used the TGB from iTGB zip to create a simple app one fish moving at a velocity of 1.

I cleaned the xcode_iphone project and removed any common, game and main.cs that may have been there.

I then switch to the TGB app and go to the project builder and enter company name, product, left start up scene alone, left output dir alone, changed platform to iphone, and changed iPhone version to various settings, and set mode for debug and release and target to simulator.

Each combination lead to the same reslult, "Failed to open main.cs". Click OK and get "Failed to initialze game, shutting down".

Keep in mind that the game runs fine from the play button.

Now when I switch to the xcode_iphone project which I had loaded I get a warning that the project has changed. I choose read from disk and the common, game and main.cs seem to have been added. It looks like the building process did something. When I run the app for the simulator it loads but just goes to a black screen with a mouse cursor that seems to work.

I am wondering if I am missing a step here or if it is just a build issue from TGB.

I really need to have a solid step by step workflow laid out that describes the process of moving from TGB (xcode project) the TGB(xcode_iphone project). It is real muddy to me at the moment.

I am very close to needing this process so that I can move a game to the simulator for testing.

Any help would be appreciated!

#14
09/27/2009 (4:04 am)
I'm getting the same error as Dirk and John, with the new beta T2Di on SDK 3.1. Any ideas?
#15
09/27/2009 (9:25 am)
Casey, do you have a link to the beta?
#16
09/27/2009 (11:22 am)
The link is in your account.
#17
09/28/2009 (11:00 pm)
I'm getting the same error as Dirk and John with the iTGB 1.3 beta. I followed the same steps that Dirk detailed and nothing really worked. Is there any thing I'm missing
#18
10/02/2009 (8:13 am)
Everything I've hunted up via Google seems to relate this error to have an incorrect default path in older versions of Torque. Can we even change the default path now?