Dan Maruschak's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Populating Delegate Drop Downs in TXB? | Hmmm... Are these defined in a component? Are you getting anything from that file exposed to TXB?... read more | 07/04/2007 (10:27 am) |
| Populating Delegate Drop Downs in TXB? | Expose them as properties, like this: [code] public static onWhateverDelegate ExposeMe { get... read more | 07/04/2007 (9:32 am) |
| Help with bullets | Hmm... As I said, it's hard to debug without context. The art of debugging is largely narrowing do... read more | 07/03/2007 (9:44 am) |
| Help with bullets | It's hard to tell without context, but comparing the code you posted above with the blaster tutorial... read more | 07/03/2007 (9:09 am) |
| TileMap size questions | @Tom - In TGB, size is in world coordinates. The "size" parameter for tiles is the same "size" as y... read more | 07/03/2007 (9:01 am) |
| Populating Delegate Drop Downs in TXB? | If you expose a delegate as a static property of something it will show up as a choice in the menu f... read more | 07/03/2007 (8:59 am) |
| Help with bullets | Are you setting the "platform" objectType on your platform object?... read more | 07/02/2007 (12:04 pm) |
| Blaster Tutorial problem | @Thomas - you can try setting a breakpoint in the OnRegister method of one of the components attache... read more | 07/01/2007 (7:22 am) |
| Binding mouse commands? | Try: XMouseDevice.MouseObjects.LeftButton... read more | 06/29/2007 (12:21 pm) |
| TorquX equivalent of the 'update' method in plain old XNA? | @Mario - Do you have any objects that will be present in every mode of your game? Maybe a "selector... read more | 06/29/2007 (12:12 pm) |
| TorquX equivalent of the 'update' method in plain old XNA? | @Mario - The reason my post isn't showing up was because I started writing it before Stephen's post,... read more | 06/29/2007 (11:51 am) |
| Isometric world issues | @Vedat - Have you tried using the layer sorting functionality? It can be set to sort objects within... read more | 06/29/2007 (9:46 am) |
| Blaster Tutorial | When collisions aren't happening, the first thing to check is the objectType of the objects and the ... read more | 06/29/2007 (12:07 am) |
| A Strange Problem.... | @Lee-Orr - I suspect this is your problem: [code] static int lives_Change; static int bonus_Chang... read more | 06/25/2007 (12:46 pm) |
| A simple question | There are several ways you could do it. You could create a component that gives you the functionali... read more | 06/23/2007 (9:22 am) |
| Setting parameters of global objects in onMouseMove? | I think that what you're trying to do ought to work, so there's probably a more subtle problem at wo... read more | 06/23/2007 (8:51 am) |
| Mounting objects outside their bounds | I don't think there are any limitations on linkpoints being inside the object in the engine -- I thi... read more | 06/22/2007 (10:16 pm) |
| TorquX equivalent of the 'update' method in plain old XNA? | @Mario - If you need something to happen every tick (which isn't exactly the same as every frame, bu... read more | 06/22/2007 (9:05 pm) |
| TorquX equivalent of the 'update' method in plain old XNA? | @Mario - Torque X only supports a single scenegraph, so having multiple mutually-independent scenes ... read more | 06/22/2007 (7:23 pm) |
| Animated sprite problem in txb with blaster tutorial (torquex) | When you drag it in, TXB assumes that you just want it to be a normal image map, not one with cells.... read more | 06/21/2007 (7:47 pm) |
| Angles.. and Rotation... | @Lawrence - Can you be more specific about what your problem or question is? It's hard to know how ... read more | 05/29/2007 (11:59 am) |
| Camera Update/Flickering | @Graham - You may be having problems because ProcessTick runs once every "tick", not every frame. I... read more | 05/20/2007 (12:23 pm) |
| How to create pointer to an array ? | In Torquescript arrays can't really have pointers. However, depending on what you're trying to do y... read more | 05/14/2007 (9:05 am) |
| SortPoints | @Matias - First make sure that you set the layer sorting for the appropriate layer (select the edit ... read more | 05/13/2007 (10:08 am) |
| SortPoints | The primary idea behind sort points is that they are used in conjunction with the layer sorting to e... read more | 05/13/2007 (7:26 am) |
| Creating a new Object Type | In TGBX, with no objects selected, click on the "Edit" tab. In the Scene Data rollout, there's a te... read more | 05/11/2007 (9:20 am) |
| Blaster Enemy Movement | Did you add the EnemyAIComponent to your enemy template object in TGBX?... read more | 05/06/2007 (11:01 am) |
| Blaster Enemy Movement | @Viktor - Do the enemies appear at all? Does anything happen if you put the spawner inside the came... read more | 05/06/2007 (8:00 am) |
| Blaster Enemy Movement | @Viktor - Did you set the VelocityY and add the tick callback in the _OnRegister method?... read more | 05/05/2007 (11:41 pm) |
| Does t2danglebetween work? | What do you expect the results to be? I think t2dAngleBetween is calculating the difference in angl... read more | 04/25/2007 (9:00 pm) |
| Basic component design question: real-world example | @Michael - In your scenario, "health" seems like it's too isolated to merit the overhead of a compon... read more | 04/20/2007 (10:17 am) |
| Mount offset coordinate space is not updated when size changes | @Michael - I'm confused. Isn't the offset in "ship" coordinates, not "turret" coordinates?... read more | 04/19/2007 (8:11 am) |
| Aggregation vs. Object-Oriented design issues | @Michael - Yes, the 2nd option is definitely undesirable. There's nothing wrong with having compone... read more | 03/19/2007 (4:52 pm) |
| Aggregation vs. Object-Oriented design issues | [quote]Should I make a class to encapsulate a player's space ship?[/quote] No. [quote]Or instead s... read more | 03/19/2007 (11:12 am) |
| Mounting objects: duplicates and rotation | @Stephen - Templates are not visible in scenes. @Wes - I suspect that your double issue is caused... read more | 03/19/2007 (10:11 am) |
| Proximity triggering | Try the t2dTrigger object.... read more | 03/02/2007 (10:41 am) |
| Changing motion from RT to LT to Top to Bottom | [quote]I assumed that Game Builder considered center screen 0,0. Is 0,0 lower left? Like I say not m... read more | 03/01/2007 (7:34 pm) |
| Changing motion from RT to LT to Top to Bottom | @Cary - [quote]I once again also set up dynamic fields for minX 30 and maxX -30[/quote] Not sure i... read more | 03/01/2007 (5:40 pm) |
| Checking for non-collision | It puts objects from a particular area of the scenegraph (that match the object type and layer you s... read more | 02/27/2007 (6:36 pm) |
| Checking for non-collision | @Shiraz - have you tried the FindObjects method of T2DSceneGraph?... read more | 02/27/2007 (12:02 pm) |
| Setting the WorldLimit on the default T2DSceneCamera | @Mike - See if you can set the UseCameraWorldLimits, CameraWorldLimitMin, and CameraWorldLimitMax pr... read more | 02/27/2007 (8:31 am) |
| Managing Layers and Depths | @Argiris - The layer sorting stuff is normally used for getting pseudo-3D effects like in the advent... read more | 02/27/2007 (8:25 am) |
| Setting the WorldLimit on the default T2DSceneCamera | @Mike - I'm not sure if this works in the open beta version of TGBX, but have you tried setting the ... read more | 02/26/2007 (9:28 pm) |
| Managing Layers and Depths | @Argiris - You can try using the X/Y sorting of layers and setting the sort points on objects to get... read more | 02/26/2007 (11:17 am) |
| Preventing random respawn from pushing objects around? | The first parameter after the radius is the group mask, not the layer mask. Try: %this.sceneGrap... read more | 02/26/2007 (8:58 am) |
| Preventing random respawn from pushing objects around? | @Jon - I'm not sure what you mean by "If I have no bits so by default it should detect everything". ... read more | 02/23/2007 (9:03 pm) |
| Preventing random respawn from pushing objects around? | You need to use the method on an actual instance of a t2dSceneGraph object. Try: %this.scenegrap... read more | 02/23/2007 (6:48 pm) |
| Preventing random respawn from pushing objects around? | Try the "pick" functions like pickRect or PickRadius from your t2dSceneGraph object. They give you ... read more | 02/23/2007 (1:31 pm) |
| Camera Rotation | I was able to add a Physics component to a camera, and it seemed to work fine. The only trick is th... read more | 02/22/2007 (8:27 pm) |
| Create animation | You could either switch to bindCmd which lets you define separate functions for key press and key re... read more | 02/22/2007 (9:15 am) |