Running in simulator tutorial Out Of Date?
by Jason Wentworth · in iTorque 2D · 07/26/2009 (9:17 am) · 15 replies
So I'm a current iPhone developer that's branching out into making some games. My initial games are going to standard 2D games and after looking around at the options, for my current skill level at game development it seemed Torque was the obvious solution. After seeing an argument between a hot tempered, illogical Unity fan and Michael Perry on a third party board, I decided to go ahead and commit to Torque for at least my early projects and handed over my $750.
Anyway, so I got iTGB 1.2 and loaded up the documentation that came with it. Admittedly the docs could use a little work on their own, but the first little basic "Get an app running in the simulator" seems to be horribly outdated. The Xcode screenshots seem out of date, and more important the process doesn't quite seem accurate. Maybe I messed something up, I don't know. So I followed along dragged the image maps into the scene, saved the scene, tested in iTGB and everything went swell. The documentation then said to open up the Xcode project and add files as references. After doing this I built and ran the app, however, it said I didn't have any executable after compiling the entire thing. Figured out the documentation said to build in release mode, so I switched over to that and started getting compiler errors. Seeing that the active target TGBGame, that the docs reference wasn't available in the project I assumed it was out of date.
As I mentioned I had been swayed to dive in by a post on another forum, which was made back before version 1.2 came out, and I remembered a reference to being able to streamline the whole process in 1.2 and do it all from within iTGB. So I poked around and found the build projects option under the File menu. I figured this must be what I wanted, so after setting it to simulator and iPhone OS 2.2.1 I figured I was off. It started building in Xcode, and then finally launched the simulator... however, the simulator didn't seem to actually open anything. It just sat there. So I figured I'd go open the Xcode project myself and build it manually. This time I was able to get through build, and it installed into the simulator. However, what I saw was clearly wrong. It was my application, but there was a odd fake cursor present, and the entire thing was moved up and to the right by probably 50-100 pixels in each direction. So there was white space along the left and bottom edge and the actual scene seemed to be both stretched and be positioned awkwardly over the status bar.
My guess is that I'm just not doing the process for building into Xcode, but I'm at a loss currently to figure out where I went wrong in the process.
Anyway, so I got iTGB 1.2 and loaded up the documentation that came with it. Admittedly the docs could use a little work on their own, but the first little basic "Get an app running in the simulator" seems to be horribly outdated. The Xcode screenshots seem out of date, and more important the process doesn't quite seem accurate. Maybe I messed something up, I don't know. So I followed along dragged the image maps into the scene, saved the scene, tested in iTGB and everything went swell. The documentation then said to open up the Xcode project and add files as references. After doing this I built and ran the app, however, it said I didn't have any executable after compiling the entire thing. Figured out the documentation said to build in release mode, so I switched over to that and started getting compiler errors. Seeing that the active target TGBGame, that the docs reference wasn't available in the project I assumed it was out of date.
As I mentioned I had been swayed to dive in by a post on another forum, which was made back before version 1.2 came out, and I remembered a reference to being able to streamline the whole process in 1.2 and do it all from within iTGB. So I poked around and found the build projects option under the File menu. I figured this must be what I wanted, so after setting it to simulator and iPhone OS 2.2.1 I figured I was off. It started building in Xcode, and then finally launched the simulator... however, the simulator didn't seem to actually open anything. It just sat there. So I figured I'd go open the Xcode project myself and build it manually. This time I was able to get through build, and it installed into the simulator. However, what I saw was clearly wrong. It was my application, but there was a odd fake cursor present, and the entire thing was moved up and to the right by probably 50-100 pixels in each direction. So there was white space along the left and bottom edge and the actual scene seemed to be both stretched and be positioned awkwardly over the status bar.
My guess is that I'm just not doing the process for building into Xcode, but I'm at a loss currently to figure out where I went wrong in the process.
#2
Thanks!
07/26/2009 (9:54 am)
Ah, Thanks! I figured I messed up some setting while I was playing around, so I reset it and it seems to work fine now. It still doesn't install the app from iTGB, but that's not that big of a deal.Thanks!
#3
And I guess you can already be happy that it works as far as it does and compiles you simulator apps as it will stop doing that if you start to use 3rd party libraries.
07/26/2009 (10:09 am)
it won't install the app from iTGB, you can only do that through XCode.And I guess you can already be happy that it works as far as it does and compiles you simulator apps as it will stop doing that if you start to use 3rd party libraries.
#4
07/26/2009 (10:18 am)
So I feel like I'm missing something terribly simple again... Continuing along with the iPhone simulator tutorial, I get to a point where it wants me to give the object a Scripting Name. The scripting 'roll out' or expander however, doesn't seem to respond no matter where I click.
#5
That will fix it.
The provided build is broken
07/26/2009 (10:23 am)
Rebuild the TGB Editor on osx (you also need to build TGBGame).That will fix it.
The provided build is broken
#6
07/26/2009 (10:37 am)
rebuild iTGB? How does one go about doing that?
#7
07/26/2009 (10:47 am)
I'm not seeing where the iTGB xcodeproj file is in the file structure? I see all the source code but no xcodeproj
#8
Thanks!
07/26/2009 (11:08 am)
I think I figured it out. I didn't realize the xcode folder also had a 2DTorque xcode proj which was the actual editor. In the spotlight search results I assumed that was the iphone xcode proj.Thanks!
#9
07/26/2009 (11:31 am)
as for pointing out where: in the compiler folder there is an xcode and an xcode iphone folder. the later is for the iphone, the first contains the project that includes TGBGame and the editor
#10
07/26/2009 (11:38 am)
So I cleaned and rebuilt both TGB and TGBGame against 10.5, and I'm still having the same issue with the rollouts not working.
#11
07/26/2009 (12:26 pm)
Well I still don't know what was up but the guiRolloutCtrl wasn't animating, and then was being stuck with mIsAnimating = true. I switched it to just fill the full height immediately instead of animating, it does some funky things when collapsing, but I'd rather have that than not being able to expand for the time being anyway.
#12
07/26/2009 (5:30 pm)
after a recompile of the editor (ensure to use the right executable and project) on my OSX 10.5.7 Intel MBP from 2008, I didn't have any problems anymore ... or at least not with the rollout menues
#13
07/26/2009 (7:10 pm)
Are you still having trouble linking the Release version? For me there was a linker flag that was set to static when it should've been dynamic (C++ library linking). Apparently there are missing static C++ libraries?
#14
I've been continuing with out it, it doesn't really bother me personally if that's the only issue. But everytime I run into some stumbling block I keep wondering if it's really some issue with the app not working right on my machine now.
07/26/2009 (7:33 pm)
I'm able to compile it fine but even after building it new from source I still have an issue with the rollouts, and the only way to fix it that I've found is to actually modify the code so it expands without any animation. I tried redownloading it just to make sure I didn't accidently leave anything in. I'm running OS X 10.5.7 on an MBP (the first MBP since the redesign, either early 2009 or late 2008 I forget).I've been continuing with out it, it doesn't really bother me personally if that's the only issue. But everytime I run into some stumbling block I keep wondering if it's really some issue with the app not working right on my machine now.
#15
I am having the same issue. I follow the simulator tutorial exactly as it is written and I get nothing but the simulator device loading up and the game never loading (including a crash). Is there some other tutorial that I am not aware of that someone can point me in the direction to?
Specifically, I am looking for a tutorial that shows exactly how to get my game from iTGB to the simulator. It seems a simple enough request for a paying customer.
Also I have been reading about issues with deploying to OS 3.0. Is there more information on getting my game to work on this as it is apple's current OS? Any help would be greatly appreciated.
In a quote, this is what I am looking for:
Thank You,
-StandardFace
07/27/2009 (7:53 pm)
Hi all,I am having the same issue. I follow the simulator tutorial exactly as it is written and I get nothing but the simulator device loading up and the game never loading (including a crash). Is there some other tutorial that I am not aware of that someone can point me in the direction to?
Specifically, I am looking for a tutorial that shows exactly how to get my game from iTGB to the simulator. It seems a simple enough request for a paying customer.
Also I have been reading about issues with deploying to OS 3.0. Is there more information on getting my game to work on this as it is apple's current OS? Any help would be greatly appreciated.
In a quote, this is what I am looking for:
Quote:Making games for the iPhone is now a fast, fun, straightforward process using Torque's proven 2D tools for game development. iTGB is built to natively load projects from Torque Game Builder and deploy them to the iPhone.
Thank You,
-StandardFace
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
check out the iphone settings in the itgb editor as well as the scene graph