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Scott Wilson-Billing's Forum Posts

Thread Post Date Posted
Help with iTGB 1.2 iPad - choppy graphics Just my twopence worth ... My observation is that IWT is smoother on the iPad even when scalled. Nex... read more 08/24/2010 (7:25 am)
remove cursor, header bar Also, how I hide the status bar ... Edit Info_device.plist in your xCode_iPhone build folder: ... read more 08/22/2010 (10:07 pm)
remove cursor, header bar To hide the cursor ... [code] if (isiPhoneBuild()) { hideCursor(); } [/code] ... read more 08/22/2010 (10:05 pm)
PVR White Images Jason, try setting the optimised flag to true and ensure that filterPad = "0". Sorry, I... read more 08/19/2010 (7:41 pm)
Gravity Runner - Made with iTorque by We Are Colin Congratulations, looks great! May I ask what you used to record your video? Cheers... read more 08/16/2010 (6:46 pm)
FPS Throttling Mark, PMSL :)... read more 08/13/2010 (11:12 am)
iT2D 1.4 - iDevice Resolution will always default to SMALLW/H - RESOLVED Thanks Dean, I'm going to make a start over the weekend. Cheers... read more 08/12/2010 (7:18 pm)
iT2D 1.4 - iDevice Resolution will always default to SMALLW/H - RESOLVED Dean, any news on the resource? I have a shiny new ipad which I'd like to start developing with :) ... read more 08/11/2010 (10:07 pm)
iT2D 1.4 RC1 (and release and 1.4.1) - particle effects don't load - RESOLVED Michael, excellent proposal on the way to handle particles - I'd second this. Is there a "stand... read more 08/11/2010 (10:01 pm)
Audio not playing on device. Rennie, nothing special for audio on the iDevice if it is wav - just make sure it is one of the bit ... read more 08/08/2010 (10:06 pm)
crashing woes Sorry Rennie, running 1.3.1 and Snow Leopard without problems or glitchiness. What mac do you have?... read more 08/07/2010 (8:54 am)
Open Feint Tutorial Hi Edinson, glad to help, but I cant take all the credit - Eyal posted the original thread and him a... read more 08/06/2010 (6:55 pm)
BlendIgnoreTextureAlpha Hi Jonathan, thanks for running that test. I found the same thing but using "BlendingEnabled = ... read more 08/05/2010 (8:19 pm)
Problem with iTGB Can you run it in 32 bit mode - iTGB?... read more 08/05/2010 (8:14 pm)
EXEC_BAD_ACCESS on level change behaviors I think quite a few people use Torsion? [url]http://www.torquepowered.com/products/torsion[/url]... read more 08/05/2010 (8:13 pm)
EXEC_BAD_ACCESS on level change behaviors All scripts.... read more 08/05/2010 (7:09 pm)
EXEC_BAD_ACCESS on level change behaviors Console wont always report a missing semi-colon or a percent sign.... read more 08/05/2010 (5:33 pm)
EXEC_BAD_ACCESS on level change behaviors Rennie, times I've seen exec bad access is usually when memory is referenced whilst something is sti... read more 08/05/2010 (4:03 pm)
virtually identical? Dean, it's more of a wrapper that makes the putting and getting of the sprites from the pool easier ... read more 08/05/2010 (6:43 am)
Open Feint Tutorial Dean, yes you will need the @end if there is nothing else after the code - I have other stuff which ... read more 08/04/2010 (7:41 pm)
virtually identical? For sizing your pools I'd recommend uncommenting the echo statements and look out for the message: ... read more 08/04/2010 (7:37 pm)
virtually identical? Sprite pool usage: [code] %bomb = SpritePool::getSprite(%sceneGraph, "SlowBomb"); %bo... read more 08/04/2010 (7:35 pm)
virtually identical? Animated sprite pool usage: [code] %this.simpleExplosion = AnimatedSpritePool::getSprite(%this.s... read more 08/04/2010 (7:33 pm)
virtually identical? Creating the pools example (this pointer is the scenegraph): [code] // param 1 = scene graph, pa... read more 08/04/2010 (6:53 pm)
virtually identical? Now for the static sprite pool: [code] // // Get a sprite from the pool. // - sceneGraph ... read more 08/04/2010 (6:51 pm)
virtually identical? Animated sprite pool 2nd part: [code] // // Create and load the specified animated sprite. /... read more 08/04/2010 (6:49 pm)
virtually identical? Rennie, here you go ... several parts First up is the animated sprite pool: [code] // // Thi... read more 08/04/2010 (6:48 pm)
virtually identical? Pooling in this context means the pooling of t2dstaticsprite and t2danimatedsprite. I am work at the... read more 08/04/2010 (7:37 am)
[SOLVED] t2dpath - inaccurate onPathFinished when speed is high Stop at endpoint would be a nice feature to add to the path object :)... read more 08/03/2010 (8:52 pm)
Open Feint Tutorial Let me know if you want to use any of the social stuff e.g. FaceBook and I can provide calling examp... read more 08/03/2010 (8:49 pm)
Open Feint Tutorial You will need to update your iTorque2D_Prefix.pch [code] // // Prefix header for all source f... read more 08/03/2010 (8:47 pm)
Open Feint Tutorial 4th part ... [code] #pragma mark Console Functions void launchOpenFeintDashboard(const char... read more 08/03/2010 (8:45 pm)
Open Feint Tutorial 3rd part ... [code] - (void)_scoresDownloaded:(OFPaginatedSeries*)page { NSMutableArray* hig... read more 08/03/2010 (8:44 pm)
Open Feint Tutorial 2nd part: [code] #pragma mark - #pragma mark OpenFeint ///////////////////////////////////... read more 08/03/2010 (8:42 pm)
Open Feint Tutorial This code is for TGBAppDelegate.mm 2nd part follows ... Again trim down for your needs: [co... read more 08/03/2010 (8:40 pm)
Open Feint Tutorial This is for TGBAppDelegate.h You can adjust accordingly e.g. you will want to use your own images... read more 08/03/2010 (8:37 pm)
Open Feint Tutorial Dean, follow these steps and you should be good to go ... 1. Add the OpenFeint folder into xcode ... read more 08/03/2010 (8:35 pm)
[SOLVED] t2dpath - inaccurate onPathFinished when speed is high Okay, one very nice feature of the Torque game engine is that if something isn't quite behaving the ... read more 08/03/2010 (8:13 pm)
FPS Throttling I think you are the first person to put iTorque and high FPS in the same sentence - congratulations ... read more 08/03/2010 (6:49 pm)
My Experience on optimisation on the iPhone I guess the answer depends on the usage of the sprite sheets. If all sprites will always be in memor... read more 08/02/2010 (11:04 pm)
Canvas popDialog not deleting memory ? I now explicitly call delete on the top level GUI object.... read more 07/31/2010 (11:43 am)
My Experience on optimisation on the iPhone Using version 3.1.1 - NORMAL (High Quality) - PVRTC Iterations 8 - Image Only (no mip maps) ... read more 07/30/2010 (8:18 pm)
My Experience on optimisation on the iPhone I use the PC tool PVRTexTool - I had the same problem with the Apple tool. Also, you need to set opt... read more 07/30/2010 (7:36 pm)
My Experience on optimisation on the iPhone I used PVR for everything except the ships, saucers, powerups and invaders - all explosions, shields... read more 07/30/2010 (7:05 pm)
Full screen image issues I do exactly the same as Mark. Also don't forget that your background image doesn't need the alpha c... read more 07/30/2010 (7:39 am)
setEnabled(), couple of questions Can't speak for behaviors but certainly for render processing that is correct, I suspect it will wor... read more 07/29/2010 (7:45 am)
[SOLVED] t2dpath - inaccurate onPathFinished when speed is high Thanks Marc, I came to the same conclusion as yourself, but I need pinpoint accuracy at the end node... read more 07/29/2010 (7:43 am)
T2dPath crashes TGB Still a problem and still the only way is to schedule - seems crazy!... read more 07/28/2010 (10:20 pm)
setEnabled(), couple of questions Rennie, I use setEnabled a lot to "hide" objects that are in the pool and not active - I c... read more 07/28/2010 (10:10 pm)
1.4 - Can't assign an object to %this - RESOLVED Hi Tyler, if that is your actual code then you are missing some semi colons after "this" ... read more 07/26/2010 (10:26 pm)