Luke D's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Torque 2d - 3d... ? | There is no existing way to auto-constrain sprite positions to a grid that I know of. All objects' ... read more | 09/10/2005 (2:54 pm) |
| The GUI Editor | The Torque GUI system is wildly flexible and robust. You could easily represent an entire 'computer... read more | 09/08/2005 (3:32 pm) |
| T2D update review (from 1.0.2 to 1.1 so far) ... and a question | The 1.1 sneak peak is a nice idea, especially if 1.1 release is looking to be a bit further out stil... read more | 09/08/2005 (1:23 pm) |
| Adding Gui breaks previous gui's? | In case you want to add this behavior to other gui profiles, the profile item that is doing this is ... read more | 09/06/2005 (10:19 am) |
| Torque 2d - 3d... ? | Ah, well for me it depends on a lot of factors but I'll freehand some things completely, others I'll... read more | 09/03/2005 (11:09 am) |
| Torque 2d - 3d... ? | There's not a whole lot that's special about T2D game art. Preferred formats for 2D sprite images a... read more | 09/02/2005 (5:46 pm) |
| Little Gods | Rich, there's a few docs for using XCode on Mac to produce an OSX executable but I think they're all... read more | 09/01/2005 (5:54 pm) |
| Animated sprites? | I don't believe you can accomplish this with the current data structures, but you can assign any ima... read more | 09/01/2005 (11:12 am) |
| Torque 2d - 3d... ? | The classic GUI editor is the same one available to TGE and uses the existing gui objects. For T2D ... read more | 09/01/2005 (11:03 am) |
| Torque 2d - 3d... ? | The tutorial documentation is adequate, if a tad brief. It basically steps you through the exact co... read more | 09/01/2005 (9:54 am) |
| Weird name mangling on Mac OSX | Here you go: Around line 712 in macCarbFileio.cc in the function _recurseDump() replace: [code... read more | 09/01/2005 (9:32 am) |
| Torque 2d - 3d... ? | Having already purchased TGE (so you have access to more of the syntax docs and references; an issue... read more | 08/31/2005 (8:00 pm) |
| Billiard Hall Tech Demo and Checkers Tech Demo | Actually I was referring to your offer: [quote] I can post the remaining to-do list for the 1.1 ... read more | 08/31/2005 (1:57 pm) |
| Billiard Hall Tech Demo and Checkers Tech Demo | Some point in the past Josh offered to post a plan or post that listed the remaining todo list for t... read more | 08/31/2005 (12:26 pm) |
| Torque 2d - 3d... ? | Check out: [url=www.griminventions.com]Grim Inventions[/url] under games for Little Gods and ... read more | 08/31/2005 (12:20 pm) |
| Independant animation frames | It is trivial to accomplish with some of Torque2D's built-in capabilities, entirely doable within sc... read more | 08/30/2005 (1:43 pm) |
| How to get an effect to show at high velocity? | Is there a delay in the particle emission itself? It could be a baked-in delay in the effect or a r... read more | 08/29/2005 (6:18 pm) |
| Collision Area | To my knowledge there is no explicit 'collision stopped' callback, though it would be fairly easy to... read more | 08/29/2005 (6:14 pm) |
| Problem in the GUI editor. | Hey I like doodling on the content-free canvas when I invariably press F10 without re-selecting a va... read more | 08/29/2005 (6:12 pm) |
| Problem in the GUI editor. | This is not really a bug per se. When you select a gui in the editor (or create a new one) and togg... read more | 08/29/2005 (12:57 am) |
| Performance issues (Mac) | I ran into a problem with some video hardware on Windows machines where large images (1024x768 in m... read more | 08/25/2005 (5:26 pm) |
| Display large numbers in torquescript? | Ok, the unsigned int that got changed in a few places from U32 to U64 is causing the (null) problem ... read more | 08/24/2005 (11:27 pm) |
| Display large numbers in torquescript? | Well one side-effect I've seen so far is the values in prefs.cs are getting saved out to higher prec... read more | 08/24/2005 (11:19 pm) |
| Display large numbers in torquescript? | Ok, a few more changes fixes this situation, but there might easily be other places I've missed that... read more | 08/24/2005 (9:56 am) |
| Display large numbers in torquescript? | Thanks for adding the syntax, as my first test didn't show the flaw: [code] ==>echo(31313311 *3)... read more | 08/24/2005 (9:12 am) |
| Imagemap Creation | The check globally scans all datablocks of that type, so you can put your own datablocks anywhere as... read more | 08/23/2005 (10:21 pm) |
| Display large numbers in torquescript? | No, I'm not, but there are different bits of code used depending on how you're running your test. F... read more | 08/23/2005 (11:22 am) |
| Display large numbers in torquescript? | Can you give an example Stefan? I tried a few dozen calculations that resulted in nine-digit intege... read more | 08/23/2005 (8:49 am) |
| Imagemap Creation | Are you creating the fxImageMapDatablock2D in a script file that loads the image? The list of image... read more | 08/22/2005 (6:06 pm) |
| Using Variables in calling a function | Also on the first case (weaponControlMap.bindCmd) the $currentWeapon variable is getting evaluated o... read more | 08/22/2005 (11:06 am) |
| Display large numbers in torquescript? | Yeah I snuck in a few other spots to change the format once I realized that my original fix only han... read more | 08/21/2005 (12:31 pm) |
| Display large numbers in torquescript? | In the event this isn't checked into 1.4 yet (or for those looking to gain this advantage in current... read more | 08/21/2005 (11:30 am) |
| Capture game shut down event | By the time onExit is called the system is already committed to the shutdown. If you try to pop up ... read more | 08/21/2005 (9:13 am) |
| My problem boils down to arrays, I'm sure | Here's another option: [code] %blockObjects = new SimGroup(); for (%iii = 0; %iii < 10; %iii+... read more | 08/18/2005 (9:10 am) |
| Question about scrolling, layer size, and tiling | Also if you choose not to wait for the next release, you can modify the engine to support a 'nearest... read more | 08/17/2005 (8:00 am) |
| Query string not sent with HTTPObject | There is a resource ([url=www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4085]Persi... read more | 08/17/2005 (7:53 am) |
| OpenGL Device Not Found | Is the cause for the problem known now? Something we can put in a readme to warn users perhaps? ... read more | 08/16/2005 (2:26 pm) |
| Transparency colors | On a side note, if you do upgrade Photoshop and for some reason don't upgrade to CS or higher, keep ... read more | 08/12/2005 (3:51 pm) |
| Transparency colors | The alpha channel in PNGs can range from 1 bit (full opacity/no opacity) and up depending on the bit... read more | 08/12/2005 (1:56 pm) |
| Protecting Image and Sound content | Check out [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=28699]this[/url] thread, I ... read more | 08/11/2005 (1:57 pm) |
| Bad trig functions | Out of curiosity, why not use the setCollisionPolyPrimitive(edgeCount) that's part of the fxSceneObj... read more | 08/10/2005 (10:40 pm) |
| Set mouse position?? | Having tinkered a bit with this, what follows is what should be a drop-in-and-go functioning routine... read more | 08/10/2005 (10:34 pm) |
| Set mouse position?? | Ha, oops. That's my own function that wraps a call to sceneWindow2D.getWindowPoint(%position), sorr... read more | 08/10/2005 (8:05 pm) |
| Trouble compiling T2D | You can easily make a full 2D game without ever having to compile the C engine source yourself. All... read more | 08/10/2005 (4:05 pm) |
| Asset Encryption Resource | Michael, this is great stuff thanks a lot. I got it working on jpegs as well, and hope to do .dso's... read more | 08/10/2005 (9:17 am) |
| Set mouse position?? | (continued from previous...) Then there was an addendum by Drew Parker fixing another apect of it... read more | 08/09/2005 (6:20 pm) |
| Set mouse position?? | I use: %screenCoords = convertWorldCoordsToScreen(%posX SPC %posY); Canvas.setCursorPos(%scree... read more | 08/09/2005 (6:20 pm) |
| Where to find TGE Console Commands Reference (by Ron Yacketta)? | It is still largely accurate Ron, and a godsend. :)... read more | 08/09/2005 (8:07 am) |
| IGF Submission | According to submission rules, the game needs to be feature-complete with at least one finished play... read more | 08/09/2005 (8:05 am) |
| ---- | [quote] D3D7 Test Result: Not run D3D8 Test Result: Not run D3D9 Test Result: Not run [/quote] ... read more | 08/05/2005 (6:50 pm) |