Dan Maruschak's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Create animation | There are several places you could do it. Try in game.cs, in the startGame function, after the leve... read more | 02/22/2007 (8:03 am) |
| Create animation | @Danny - I see a few problems here that you may need to fix. It's not clear from your post, do you ... read more | 02/21/2007 (8:57 pm) |
| Pick Animation Maps | @Harrison - There are a lot of ways you could do this. One way would be to put each of your 10 Anim... read more | 02/21/2007 (3:56 pm) |
| Best way to change the i value in a for loop | @Isaac - The syntax of a for loop is something like: for (Initial state, Condition that must be t... read more | 02/21/2007 (3:34 pm) |
| Pick Animation Maps | @Derrick and Jonathon - I may be wrong, but I think that what he wants is to do a tetris-like thing,... read more | 02/21/2007 (3:20 pm) |
| Pick Animation Maps | @Harrison - I think a lot of us are having a hard time figuring out what you are having a problem wi... read more | 02/21/2007 (2:00 pm) |
| Wierd behavior (possible bug) and no collision detection | Actually, let me clarify that a bit to make sure there's no confusion. "Components" are not a TGBX ... read more | 02/20/2007 (4:01 pm) |
| Wierd behavior (possible bug) and no collision detection | [quote]Also, does the ComponentSpecs.ed.cs basically bind the TGBX component to a C# object ?[/quote... read more | 02/20/2007 (3:59 pm) |
| Global Variables from Editor? | @Eric - The point of a ScriptObject is to have the same kind of namespace functionality as a t2dScen... read more | 02/20/2007 (3:44 pm) |
| Global Variables from Editor? | @Eric - [quote]Giving objects names is akin to giving them a Human-Readable-ID, right?[/quote] Yes... read more | 02/19/2007 (11:41 pm) |
| Are TGB tutorials relevant at all for TorqueX?? | It's probably going to be somewhat rough trying to do the TGB tutorials in TGBX. A lot of the same ... read more | 02/19/2007 (11:33 pm) |
| Global Variables from Editor? | @Eric - No, you don't always need either $ or %. Here are three potentially different objects: p... read more | 02/19/2007 (11:12 pm) |
| Global Variables from Editor? | @Eric - Names don't get converted into $ variables, you just use the name directly, so you would use... read more | 02/19/2007 (10:48 pm) |
| Inversed string concatenation? | @Isaac - I find that the best way to debug things is to start from the symptom of the bug (i.e. what... read more | 02/19/2007 (12:41 pm) |
| Inversed string concatenation? | @Isaac - I'm not sure what the problem is. Looking up the syntax and doing an experiment of my own,... read more | 02/19/2007 (12:07 pm) |
| Lost with scope/referencing a function from inside another ... | @Isaac - what's happening in the new code is that we're creating a global variable, an array called ... read more | 02/14/2007 (9:05 am) |
| Lost with scope/referencing a function from inside another ... | @Isaac - yes, knowing that you want every shape3 to move is very helpful. In general, there's no wa... read more | 02/14/2007 (8:45 am) |
| Lost with scope/referencing a function from inside another ... | @Isaac - How do you know which animated sprite you want to move? Is it the one under the mouse clic... read more | 02/14/2007 (8:25 am) |
| Water buoyancy | @Shawn - Yes, in TGB you'll need to manually add up the forces (although I think there may be a way ... read more | 02/14/2007 (8:20 am) |
| Wierd behavior (possible bug) and no collision detection | @Derrick - The OnCollision property in T2DCollisionComponent is a delegate. You assign the method t... read more | 02/13/2007 (7:57 pm) |
| Water buoyancy | That's mostly right but the names of the functions you want to override are just "onEnter" and "onLe... read more | 02/12/2007 (8:44 pm) |
| Water buoyancy | @Shawn - You need to enable collisions on your object to get the trigger callbacks to fire. From do... read more | 02/12/2007 (8:22 pm) |
| Water buoyancy | @Shawn - there are a number of ways you could do this. One way would be to set up a T2DTrigger obje... read more | 02/12/2007 (4:36 pm) |
| Water buoyancy | @Shawn - is the falling happening in a side-view like a platformer, or a top-down view as David sugg... read more | 02/12/2007 (3:24 pm) |
| Inversed string concatenation? | @Isaac - The "subtraction" you're trying to do is a bit more complicated than the concatenation. Yo... read more | 02/12/2007 (10:32 am) |
| Can somebody explain how to set yp an array? | [quote]my game is working pretty cool using my method... I will keep it unless I see the game turns ... read more | 02/12/2007 (10:19 am) |
| Sharing Scene Graphs ... | [quote]the problem with that is, you'd still be consuming MUCH more memory then is necessary[/quote]... read more | 02/11/2007 (2:25 pm) |
| Sharing Scene Graphs ... | [quote]However, there's a few flaws in this, one of which is that the mini map is sharing 'everythin... read more | 02/11/2007 (1:57 pm) |
| Lost with scope/referencing a function from inside another ... | Once you give it a name, for example "ColorfulSemaphore", you'll be able to put: [code] ColorfulSe... read more | 02/10/2007 (3:44 pm) |
| Lost with scope/referencing a function from inside another ... | Isaac, in your code "semaphore" is the name of a class, not the name of an object or a variable name... read more | 02/10/2007 (3:33 pm) |
| Can somebody explain how to set yp an array? | @Isaac: Yes, after your line of code is executed you would have "AND" in the variable $actualWord[0... read more | 02/09/2007 (3:08 pm) |
| Can somebody explain how to set yp an array? | @Isaac - You've more or less got it, I think (although you seem to be interchanging $actualWord and ... read more | 02/09/2007 (2:52 pm) |
| Getting the object type | I don't see any way to get that string value back if the object has multiple types (which it would i... read more | 02/09/2007 (2:30 pm) |
| Getting the object type | TorqueObjectType MyType = TorqueObjectDatabase.Instance.GetObjectType("MyObjectType");... read more | 02/09/2007 (1:39 pm) |
| Can somebody explain how to set yp an array? | @Isaac - You can also take advantage of the somewhat funky way TorqueScript does arrays to do this: ... read more | 02/09/2007 (1:13 pm) |
| Can somebody explain how to set yp an array? | @Dennis - at a conceptual level, TGB's "array support" is no worse than C's, and in some cases bette... read more | 02/09/2007 (12:33 pm) |
| Platforming Basics - Jumping and collision | On the topic of whether you should be uncomfortable using components like that, as long as the inter... read more | 02/09/2007 (9:29 am) |
| Platforming Basics - Jumping and collision | Rich, in some version of TorqueX after the open beta version they changed _InitComponent to _OnRegis... read more | 02/09/2007 (9:17 am) |
| Trigger Region | It looks like your problem with t2dSceneObjects may be a bug in the open beta version of TGBX, or ma... read more | 02/01/2007 (12:56 pm) |
| Trigger Region | Do you also have the addfield calls from Jonathon's post in your componentSpec.ed.cs file? When I h... read more | 02/01/2007 (12:30 pm) |
| Trigger Region | I'm not sure I'm following what you're talking about between your scene object vs. your sprite, but ... read more | 02/01/2007 (11:03 am) |
| Trigger Region | Rich, if your components are not being registered to your objects that is the problem you need to so... read more | 02/01/2007 (9:05 am) |
| OnMouseUp not always called | On a project I worked on I thought I was seeing a problem with the events not getting called (or pos... read more | 01/27/2007 (11:57 pm) |
| OnMouseUp not always called | If the mouse button goes up when the pointer is outside the window then I don't think you get an onM... read more | 01/27/2007 (11:36 pm) |
| Mecha Feet animation | I have a similar "lander with shock absorbers" in a project I'm working on (that's currently on hold... read more | 12/17/2006 (9:21 pm) |