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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)