Game Development Community

Jason McIntosh's Forum Posts

Thread Post Date Posted
Unofficial Torque 2D F.A.Q. Very cool!... read more 03/03/2005 (11:06 am)
EdgeCount and vertexList$ of 2D images It's French, and it's [url=http://dictionary.reference.com/search?q=voila]"voila!"[/url] :) (Edi... read more 03/03/2005 (10:05 am)
Trying to understand collision groups and layers Groups and layers are two distinct tools for categorizing your objects. [b]A group defines the ty... read more 03/03/2005 (9:57 am)
Script Editors @Calico: If it's doing syntax coloring, it's working. I found the other features to be rather spott... read more 03/03/2005 (9:49 am)
Help with game physics [quote]For instance, say I wanted an object to orbit in a circle. I could mount some objects to the ... read more 03/03/2005 (9:20 am)
Is it possible to reshape bounding box dynamically [quote]We'll be looking at per-frame collision-polygons at a later stage in T2Ds development.[/quote... read more 03/03/2005 (9:10 am)
Trying to understand collision groups and layers I find it more intuitive to put the collision groups and rendering layers into global variables with... read more 03/03/2005 (9:03 am)
EdgeCount and vertexList$ of 2D images Actually, "viola!" makes no sense, either. :P It's funny, though. :)... read more 03/02/2005 (11:33 pm)
OO in T2D Script is Ready Lay it on us! Sounds good! :)... read more 03/02/2005 (10:58 pm)
OO in T2D Script is Ready What is the OO?... read more 03/02/2005 (10:18 pm)
Mount questions Pablo is correct. I think this is a bug. I mounted an object with 0 mountForce and there is a noti... read more 03/02/2005 (9:11 pm)
Okay everybody represent your `hood(neighborhood that is) @Anthony Rosenbaum: Whoa! I'm in Lexington, KY too! Who knew there is a burgeoning developer's Mec... read more 03/02/2005 (7:51 pm)
T2D dev Sounds like you don't have OpenGL hardware support, but that also seems weird. It tries to simulate... read more 03/02/2005 (7:46 pm)
LoadEffect question [quote]Rather than worrying about potential performance issues, roll yourself a long one, pour an ic... read more 03/02/2005 (7:39 pm)
EdgeCount and vertexList$ of 2D images Maybe that tool should be posted as a T2D resource? I have no idea how that stuff works, though....... read more 03/02/2005 (7:38 pm)
Officially unannounced Thanks for the kind words, guys! 2-player pong with 8 characters, 8 environments, a little bit of... read more 03/02/2005 (7:25 pm)
Tutorial Question (Player Movement) I think if you get rid of the $ in the line: [code]$player.setLinearVelocityY( -$10 );[/code] it m... read more 03/02/2005 (4:39 pm)
Crash on defining cellCount Yeah, I meant ImageMapDataBlock, sorry.... read more 03/02/2005 (4:33 pm)
Missle Command clone It's an orgy of particle goodness!! Looks nice.... read more 03/02/2005 (4:31 pm)
Image questions As Melv once suggested, you can "simulate" a pivot point offset by making your sprite longer, effect... read more 03/02/2005 (4:29 pm)
Working example of fxAnimatedSprite2D ?? For the padded textures, will there be some kind of texture packing to help out? I'm surprised this... read more 03/02/2005 (3:49 pm)
Bouncing ball physics Holy cows!! I changed the restitution to 1 and it made a huge difference. Thank you, Melv! Now I'... read more 03/02/2005 (3:44 pm)
Visual Collision Vertex Plotter Online Sweet! Everything works as far as I can tell. Thanks, Pete!... read more 03/02/2005 (12:32 pm)
Image questions @Robert: I think you're talking about the "pivot point" (or hotspot), but currently there doesn't se... read more 03/02/2005 (12:06 pm)
LoadEffect question You could pre-allocate a pool of effect objects and then just have a pool manager hand out objects a... read more 03/02/2005 (11:40 am)
LoadEffect question So there's no need for us to implement object pooling in script? :)... read more 03/02/2005 (10:59 am)
Query current animation? @Matthew: Yeah, I am storing the animation similar to what you did as a workaround. Thanks for the ... read more 03/02/2005 (10:33 am)
Crash on multiple Torque instances I vote to limit multiple instances rather than allow them.... read more 03/02/2005 (6:54 am)
Determining where collision happened I suspected that the "fractional" normals were ok. I have a ball with 16 sides, so that would expla... read more 03/02/2005 (6:17 am)
Mounted memory leaks? If you set "ownedByMount" to true in the mount() call, it is supposed to delete the mounted object w... read more 03/02/2005 (5:31 am)
Query current animation? That would be great, because it will allow me to avoid an issue where a non-cycling animation ends u... read more 03/02/2005 (5:23 am)
World position -> pixel position? What, it wasn't overflowing before? :P... read more 03/02/2005 (5:10 am)
Setting polar velocity--need speed component Melv, that's exactly what I needed! Thanks!!... read more 03/02/2005 (5:07 am)
Determining where collision happened Here's [url=http://www.griminventions.com/dl/fraction_normal.png]a screenshot[/url] of the console. ... read more 03/02/2005 (5:06 am)
Emitter rotation I think you may need to create a link point. I haven't done any object mounting yet, so that's just... read more 03/01/2005 (10:24 pm)
Image Datablock Utility Thanks, Chris. Also, I had missed the reply about this in [url=http://www.garagegames.com/mg/forums... read more 03/01/2005 (7:19 pm)
Visual Collision Vertex Plotter Online Ah, that worked. But some of my images are pretty big, and the layout doesn't expand with the windo... read more 03/01/2005 (6:48 pm)
Image Datablock Utility @Josh: Is there documentation from TGE that covers file manipualtion and such? Shouldn't we get acc... read more 03/01/2005 (6:39 pm)
Script Editors @Philip: I just use the defaults. But if you go to "Window->Preferences", you'll find a lot of thin... read more 03/01/2005 (6:36 pm)
Visual Collision Vertex Plotter Online Nice start, but I couldn't get it to load any of my PNG files. I navigated to the files, then click... read more 03/01/2005 (5:44 pm)
Question about Global Variables Probably because it's easy/convenient. Definitely not required, and I wouldn't do it for a project ... read more 03/01/2005 (5:39 pm)
Determining where collision happened I also get fractional normals.. is that ok? :) I assume you just look at the sign, but things lik... read more 03/01/2005 (3:57 pm)
Determining where collision happened The reason I ask is that I'm dumping collision normals to the console and I get one pretty often tha... read more 03/01/2005 (1:44 pm)
Question about setting the window name Look in T2D/client/client.cs in initialiseClient().... read more 03/01/2005 (1:34 pm)
Determining where collision happened Thanks for the clarifications, Melv. One more, though: if a %normal is 0, what does that mean? ... read more 03/01/2005 (1:18 pm)
OnWorldLimit fired more than once? [quote]The world-limit will nullify the linear velocity of the object, it won't touch any angular ve... read more 03/01/2005 (12:48 pm)
Determining where collision happened Ok, so %contacts is world coordinates of where each object touched? And %normal is the surface no... read more 03/01/2005 (12:45 pm)
Parsing .getPosition() results Ah, so that literally means [i]word![/i] :) I was thinking it meant one half of a 32-bit integer (2... read more 02/28/2005 (11:25 am)
Collision response Harold, rock out! That's what I was missing. Thanks man!... read more 02/28/2005 (10:01 am)
Couple tutorial things (nothing major, a typo etc) I had to read the description to determine if animationCycle meant that it repeats or if it meant wh... read more 02/28/2005 (9:08 am)