Matthew Harris's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| C'mon iTGB | ummm I have one mesh, one texture...... read more | 06/02/2009 (6:03 am) |
| C'mon iTGB | Bret, Yeah all my textures are a power of 2. PVR wouldn't work unless they were. And all my png... read more | 06/01/2009 (5:08 pm) |
| Feature Request Thread | iTGB Builder Disable Checkbox for all entities you can create (from the right sidebar). I don't k... read more | 06/01/2009 (4:25 pm) |
| C'mon iTGB | Hey thanks bret, I do think its t2dshape3d, (I am rendering a 620 poly player with a 200 poly gun... read more | 06/01/2009 (3:18 pm) |
| C'mon iTGB | @Helk Well our background tile is 25x8 with 80x80 size tiles. That shouldn't matter it should on... read more | 06/01/2009 (2:11 pm) |
| iTGB 1.3 Planning | "This Friday (6/5/09), we will be releasing iTGB v1.2.1" was mentioned in the blog. A... read more | 06/01/2009 (1:55 pm) |
| C'mon iTGB | I added some sprites to my screen as bad guys. Added a few behaviors, shootadv, timershootadv, take... read more | 05/31/2009 (9:51 pm) |
| Request: Quick Build Feature | Thanks Michael!... read more | 05/31/2009 (4:58 pm) |
| C'mon iTGB | I profiled my iTGB app and this is the results. TSShapeInstance is at the top of the list. %NSTi... read more | 05/31/2009 (1:35 am) |
| Mounting a dts weapon to a dts player. | yeah my character has some nice animations 12 of them. I didn't want to render the sprites in to sh... read more | 05/30/2009 (10:47 pm) |
| iTGB xcode error, project crashes after 10 secs | Cleaning from the build menu didn't work. I talked to orb on the irc. I had to delete the project ... read more | 05/30/2009 (3:05 pm) |
| Mounting a dts weapon to a dts player. | After 3 days of coding (15-18) hours of work I was able to mount a weapon dts to my player's dts mou... read more | 05/29/2009 (3:11 pm) |
| Movies, cutscenes... | Awesome Michael I am looking forward to the roadmap.... read more | 05/29/2009 (3:03 pm) |
| App Theft! | I made some games with Unity with my partners and we put in code a tracking when the player first op... read more | 05/29/2009 (12:57 pm) |
| Is iTGB using my PVR textures. | Yeah... like I said above.. For the texturetool that came with the iphone sdk do -e PVRTC -o -... read more | 05/28/2009 (2:41 pm) |
| Is iTGB using my PVR textures. | yeah, t2dShape3D works... I have a 600 poly player with dsq animations and it works fine. My only ... read more | 05/27/2009 (10:21 pm) |
| Is iTGB using my PVR textures. | Peter Dwyer.. PVR does work. I have it working on most of my images. Just not my cell images. ... read more | 05/27/2009 (9:34 am) |
| Loading Time. Cmon Now! | Yippee. I took out our sprite sheets that were 1024x1024 (we have four of them) I used one 64x64... read more | 05/26/2009 (11:32 pm) |
| Mount issues | in code I do something like this... [code] function fourwayController::onLevelLoaded(%this, %sce... read more | 05/26/2009 (9:19 pm) |
| Mount issues | I get unknown command to actually as well. As bret said the TGB game doesn't know the command with ... read more | 05/26/2009 (8:31 pm) |
| Mount issues | Then it should be fine.. What I am doing is having the camera mounted to the player along with my... read more | 05/26/2009 (7:42 pm) |
| Is iTGB using my PVR textures. | Not to beat a dead horse. I know some of this has been said in other threads on the forums after ... read more | 05/26/2009 (7:37 pm) |
| Mount issues | 0 is the mount force. Its a parameter in the mount function. mount(%object, [%offsetX, %offsetY,... read more | 05/26/2009 (7:34 pm) |
| Is iTGB using my PVR textures. | I found out that I needed to take off the .png in the datablock.cs under managed folder. I run my... read more | 05/26/2009 (5:16 pm) |
| Is iTGB using my PVR textures. | Geoff, remove the extension from the datablock? Where is this...? I just used the PVR compressio... read more | 05/26/2009 (4:10 pm) |
| Is iTGB using my PVR textures. | if I am on a MAC does it use texturetool automatically or do I need to have the mac prvrtc tool unde... read more | 05/26/2009 (2:34 pm) |
| Is Components Enabled | Ahhh, Thanks a lot, now I can actually see what the values are. And yeah it does look like USE_C... read more | 05/26/2009 (2:25 pm) |
| So About Those Hotfixes | heeeessss back :)... read more | 05/26/2009 (2:46 am) |
| Xcode error at runtime: "EXC_BAD_ACCESS" | I just got this error too.... the only thing I did was $pref::iPhone::enableMultipleTouch = true; fr... read more | 05/26/2009 (12:22 am) |
| iTGB - game crashes when level is loaded a 2nd time | Wow I can't even load my game a 2nd time either after I load it once from the editor... This is ... read more | 05/25/2009 (10:39 pm) |
| Is iTGB using my PVR textures. | @Chris In the tool folder and then in PVRTC folder there is a readme. It states "If... read more | 05/25/2009 (7:43 pm) |
| Theora playback support? | I would like to know if iTGB has the ability to play video too... mmm ... cutscene!... read more | 05/23/2009 (4:10 pm) |
| Level/Dif progress. | uhhh how would you texture a .dif/.csx/,map in maya?... read more | 05/22/2009 (11:19 am) |
| Level/Dif progress. | Thanks luke, I have never used torque profiler before its pretty neat. Because the dts models wer... read more | 05/21/2009 (1:17 pm) |
| Polysoup | hmm I assumed if your geom was light poly wise it wouldn't matter. I took out my dts out.. from m... read more | 05/21/2009 (12:49 pm) |
| Level/Dif progress. | Luke.. Do you recommend trying to convert my map to a dts and forgo the lightmaps (i am guessing we ... read more | 05/20/2009 (3:33 am) |
| Level/Dif progress. | Another thing i was considering, an idea someone threw at me was to convert my map to a dts as it mi... read more | 05/20/2009 (2:56 am) |
| Level/Dif progress. | We have about 30 textures we are using @ 128x128. Would less textures in our map really help? We w... read more | 05/19/2009 (8:01 pm) |
| Level/Dif progress. | Further more, for texture compression using the texture tool that makes .pvr files do you guys use 2... read more | 05/19/2009 (3:40 pm) |
| Level/Dif progress. | Also you say a super lightmap, doesn't this have to be 1024x1024 do to the maximum texture res of th... read more | 05/19/2009 (3:36 pm) |
| Level/Dif progress. | Hey thanks luke, I am looking for any solution if you need someone to test this further or even if y... read more | 05/19/2009 (3:34 pm) |
| Level/Dif progress. | For some reason in constructor I can only have 4 portals. Anything greater crashes constructor on e... read more | 05/18/2009 (5:32 pm) |
| Level/Dif progress. | I do have lightmaps baked in and am not using any dynamic lights. Map was made in constructor and i... read more | 05/18/2009 (10:05 am) |
| Level/Dif progress. | My partner made the lightmaps 64x64 from 128x128. No noticeable different visually. The game is ... read more | 05/17/2009 (4:35 pm) |
| Level/Dif progress. | I reduced all the textures from 512x512 to 256x256 and there is now 1.3 megs of pvr files, used to b... read more | 05/17/2009 (3:49 am) |
| Where did the cursor go for editing! | Bump.. Anyone? I can't edit my maps in the misson editor.... I can't move around like I do w... read more | 05/16/2009 (9:01 pm) |
| Networking | Thanks Luke... I think your problem is port forwarding. I opened up some ports to be able to h... read more | 05/14/2009 (12:57 pm) |
| Networking | Ok... I was able to connect to myself by hosting the game on my comp the iTGE app and then I was ... read more | 05/13/2009 (4:44 pm) |
| Ok where is everything? | Thanks Matt Steizer that really helped me get iTGE on my phone! It took me like 10 mins to do inclu... read more | 05/12/2009 (9:11 pm) |
| How to use compressed textures? | there is a texturetool (called texturetool) that comes with the iphone sdk if your on a mac. its re... read more | 05/12/2009 (8:25 pm) |