Contents


What is iTorque 2D?

An iPhone engine dedicated to 2D game and app development featuring full source code access, WYSIWYG editors, a simple scripting language and support for many iOS features.


How much does iTorque 2D cost?

$149


Do I have to pay for each game I make or pay royalties?

Nope. Pay $149 once, release as many games as you want.


What is the latest version of the engine?

1.5


Can I make non-game applications for iOS with this engine?

Yes you can. The GarageGames EULA specifically states you can make non-game applications for iOS devices


What's the difference between Torque 2D and iTorque 2D?

Torque 2D is geared toward PC, Mac and Web games. iTorque 2D is 100% focused on iOS games and apps. While the two engines share a common code base and some editors, they are dramatically different "under the hood".


Can I use Torque 2D and iTorque 2D on the same computer?

Yes, but you should keep in mind they share some file extensions. Script files (.cs), level files (.t2d) and GUI files (.gui) are used in both engines.


What is this Torque Game Builder (TGB) I keep seeing?

TGB stands for Torque Game Builder, which is what Torque 2D used to be named. Whenever you see TGB, know that it is a reference to a previous revision of Torque 2D (usually 1.7.5 and earlier). The same goes for iTGB. This is what iTorque 2D used to be called before we made changes to the product line. The goal is to reduce the complexity and confusion that previously plagued the GarageGames product line. Now we just have Torque 3D, Torque 2D and iTorque 2D.


Can I make 3D games with this engine?

Unfortunately no. We do not currently offer a 3D iPhone engine.


Why do I get the "Unable to open project" message when I try to load a project?

This is a Windows security issue. UAC is preventing iTorque 2D from saving out the necessary files required to create and open projects. To resolve this issue, you must go through the following steps on Windows 7 or Windows Vista:


1. Please navigate to the target file/folder.

2. Right-click on the file/folder and choose Properties.

3. Click the "Security" tab and see if your current user is listed in the "Group or user names" list. If not, please click Edit-> Add button, type the name of your current user in the "Enter the object names to select " box, then click "OK" to add this group.

4. Select the user from the list and then check the "Allow" checkbox next to "Full Control".


You can learn more about the solution in this thread: http://www.garagegames.com/community/forums/viewthread/119243


Why do my images show in the editor, but not in the game?

You need to add your imageMaps to the level's datablocks file. You can do this using the Level Datablocks Editor. Once you have added them, you will be able to see your images during game play. You can see an example of this in the Rainy Day tutorial.


The Level Datablocks system is an optimization feature. When you are editing your project in the iTorque 2D Editor, all of the sprites, animations, scrollers, tilemaps and so on are loaded into memory at all times. However, you may not need all of them for every single level.

For example, you may only need four specific sprites and animations for one level, then a completely separate set in another level. The Level Datablocks editor allows you to manually control what gets loaded on a per-level basis, thus reducing the overall memory consumption of your game.


How do I create new level datablocks files?

Each level needs to have its own datablocks file. Typically, the editor will create the file automatically when you create a new level. If you are porting an older project, you will need to manually create the file. For example, let's say you create a new level called myLevel.t2d. You should create a myLevel_datablocks.cs file in level/datablocks directory. Simply creating the file will link it to your project and the Level Datablock Editor will handle the rest.


Why can't I see sprites larger than the camera area?

This is an optimization that can be toggled on and off. The optimization prevents unnecessary rendering of objects outside of the camera view, but it is applied to any sprite that is outside the boundaries (regardless of it being inside as well). Here are the steps to disable this optimization:

On Windows

1. Open YOUR_GAME/buildFiles/VisualStudio2008/iTorque2DGame.sln

2. Right click on the iTorque2DGame project, then click on properties

3. Expand Configuration Properties->C/C++->Preprocessor

4. Remove PUAP_OPTIMIZE from the preprocessor definitions

5. Recompile the engine

On OS X

1. Open YOUR_GAME/buildFiles/Xcode/iTorque2DGame.xcodeproj

2. Double click the iT2DGame target, then click on Get Info

3. Switch to the Build tab

4. Scroll down to the Preprocessing section

5. Remove PUAP_OPTIMIZE from the list

6. Recompile the game

On iOS

1. Open YOUR_GAME/buildFiles/Xcode_iPhone/iTorque2D.xcodeproj

2. Double click the iTorque2DGame_device target, then click on Get Info

3. Switch to the Build tab

4. Scroll down to the Preprocessing section

5. Remove PUAP_OPTIMIZE from the list

6. Recompile the game


Why do my particles stop working off screen?

See above answer.


Do we still use behaviors? What do we use instead?

Yes, behaviors are still used. Any behaviors added to the folder named "behaviors" in your game's projectFiles/scripts/ directory. Any behavior scripts you put in that folder will automatically load into the engine.


How can I make my game run faster?

There are several methods of optimization. The following tips are not always required, but you can cherry pick from them to see if they improve your games' performance:

  • Try to keep your individual art files square and at a power of two resolution (64x64, 128x128, 256x256, etc)
  • Extremely complex and math heavy code is best kept in C++. Native code, such as C++, will always execute faster than a scripting language. TorqueScript is still useful for creating game play, but sometimes it is worth diving into C++ to create the complex parts
  • Combine images together into an "atlas". If you have four images that are all static (not animated) and can fit in a 512x512 or lower image, you should use the UnChaos tool. You can find this in the tools folder where you installed iTorque 2D. This tool will create a new image file (png) containing your selected sprites and arrange them in an optimal way. You will be provided with texture coordinates, which are fed into the Source Rect property of a sprite in the editor.
  • When you can, pool objects. For example, let's say your game has enemies spawn off screen and move into the camera view. The player is able to destroy these enemies, thus removing them from the scene. Rather than delete those objects, disable their visibility and move them off screen. From there, reset their state or restore their original values then send them back at the player. This avoids constantly creating and destroying objects, which will use less of the CPU and memory.

When is the next update?

GarageGames does not provide exact dates for product releases. You can track progress on development in the iTorque 2D forums, where we will reveal new features, new documentation and some plans for the future.


When will "X" feature be in the engine?

Anytime you see a feature in another engine or an iOS release that is not supported in iTorque 2D, feel free to post a suggestion in our forums. When a demand becomes popular amongst the community, there is a good chance it will rise in our priority for a future release.


How can I contribute to iTorque 2D?

GarageGames has the best developer community you will find on the web. We always appreciate people who are willing to give back to the engine. If you have a sample game or code you want to share, jump to our resource section of the site to post it for everyone to enjoy.


If you are in a helping mood, lurk in our IRC channel to talk to other developers and help solve problems. This is a live chat room where experienced iTorque 2D users and GarageGames employees lurk, waiting to help those with emergency problems.


The forums are perhaps our best support tool. Just by asking a question and getting an answer, you will help everyone else who might run into the same problem. Don't be shy, join the employees and your fellow iTorque developers at GarageGames.com. You're always welcome.


If you think you have what it takes to be a part of GarageGames and join the iTorque 2D engine team, you can find a list of open positions we are hiring for on our Jobs page. If you find you are qualified for one of the positions, do not hesitate to contact us and send in a resume. We are always looking for the most talented and passionate iPhone developers in the industry.