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Luke D's Forum Posts

Thread Post Date Posted
PickArea Are you by chance wanting pickRect()? I don't seem to recall a pickArea() command in the pdf refere... read more 08/04/2005 (8:45 pm)
---- I just threw the spacescroller demo on that win2k box and saw the exact same thing you did, so I'm g... read more 08/04/2005 (9:25 am)
---- I wonder if this is similar to something I saw last night. I was testing on a Win2K box with a rath... read more 08/04/2005 (9:19 am)
SetLayer causes image to disapear? One incongruity is that the existing TGE functionality for Canvas.pushDialog takes an optional secon... read more 08/03/2005 (1:38 pm)
Adding Gui breaks previous gui's? Check out [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1892]this[/url... read more 08/02/2005 (5:48 pm)
Undocumented Functions I can't imagine there is a problem to reference this here, but if it turns out otherwise can a GG au... read more 07/29/2005 (1:52 pm)
Layer control of particles Ah, that would explain it. I had considered that the effect had the layer rolled into it, and can c... read more 07/24/2005 (11:01 pm)
Layer control of particles Hah, I left out the loadEffect line for brevity and it turns out that's where my problem actually li... read more 07/24/2005 (12:53 pm)
T2D update? I think .plans are too disparate, scattered around and can often be irrelevent, since people are wor... read more 07/22/2005 (6:41 pm)
T2D update? Our first T2D game is currently about one month away from shipping. It is code-complete (just finis... read more 07/22/2005 (8:34 am)
Round 'em up... I suppose this is as good a chance to take the wraps off this as any, but I'm going to bend the no-t... read more 07/06/2005 (9:49 am)
Per instance onAnimationEnd() One thing I've done is: [code] %playerSprite.animationEndCallback = "onPlayerAnimationEnd"; f... read more 06/20/2005 (5:50 pm)
Particle collisions Yes Melv, *please* finish the cream-cakes post haste! :)... read more 06/09/2005 (1:45 pm)
Collisions and layers As I interpret it, layers primarily offer object depth control, it sounds like you might be using la... read more 06/08/2005 (10:47 pm)
Mouse X/Y Co-ordinates There's a bunch of world-to-scene conversion functions which you can convert pixels to/from the loca... read more 06/03/2005 (4:29 pm)
OnAnimationLoop? I can't wait to see what's over the horizon! I've implemented a myriad of blend/animation/emitter/s... read more 05/30/2005 (10:04 am)
Trouble with sprite visibility Throw an echo into your onCollision, perhaps something else is constantly colliding with the ship an... read more 05/29/2005 (11:10 am)
Screen coords to/from t2d coords? Indeed, I'm experiencing it with the same configuration/versions as Philip (XP and Reader 6/7).... read more 05/29/2005 (10:57 am)
Screen coords to/from t2d coords? I can't believe I missed those (well actually I saw them but must have mis-interpreted them, or skip... read more 05/28/2005 (12:13 pm)
Mouse movement stair-stepped? I recently implemented this fix, and it solves the problem. However, now I'm getting a strange be... read more 05/24/2005 (12:43 am)
Mouse movement stair-stepped? Awesome, thanks a lot Melv. :) And if I haven't said it elsewhere, great job on T2D overall, it has... read more 05/02/2005 (7:16 pm)
Mouse movement stair-stepped? Yep that's exactly what I was seeing. And I did the alternating draw/no-draw workaround too but it ... read more 04/30/2005 (10:39 am)
Game Space and Torque Steven, I've been using AeonGames' (www.aeongames.com) MAP exporter plug-in for trueSpace/gameSpa... read more 01/20/2005 (11:43 am)
Combining Items I implemented something like this like Nate said. I had base weapons, and then items that upgrade t... read more 01/09/2005 (12:04 pm)
Game Space That is wonderful news, Michael! I can't wait to see Caligari bring their typical level of innovati... read more 11/04/2004 (10:38 pm)
Game Space and Torque The UV mapping is the same between trueSpace 6.6 and gameSpace 1.5, which is to say fairly poor. Be... read more 11/02/2004 (9:08 am)
Game Space To each his own on tool preference of course. There are definitely many quirky things (and even bug... read more 10/28/2004 (10:34 am)
Grid or object snapping in torque As David appended above, the snap-to resource might be what you're looking for; it snaps objects to ... read more 10/13/2004 (7:33 pm)
DarkIndustries DTS exporter examples Well, the scale normalizer isn't perfect (I don't fully understand how trueSpace keeps track of arbi... read more 10/13/2004 (7:22 pm)
DarkIndustries DTS exporter examples Kevin (and anyone else interested), I threw together a fairly simple example along with a gameSpa... read more 10/11/2004 (2:26 pm)
Day to Night? In the Mission Editor, Press F11 then F3 and select the 'Sun' object from the object tree. Here you... read more 10/10/2004 (1:26 pm)
FxReplicator? Once you have placed the fxShapeReplicator, press F3 and click on the fxShapeReplicator that you pla... read more 10/01/2004 (1:37 pm)
Alpha map problems.. Are you sure the version of SuperPNG you are using is the matte version with Alpha channel support? ... read more 09/29/2004 (6:27 pm)
Elevators I vaguely remember reading about an approach to this where the area above the elevator was a trigger... read more 09/29/2004 (8:32 am)
Help trying to find a line in script files Check common/server/clientConnection.cs around line 85.... read more 09/25/2004 (1:51 pm)
What is "mCap"? I'm guessing it was a console function for enforcing a minimum and maximum boundary on a value. I'm... read more 09/24/2004 (10:14 pm)
$pref::shadows = "2"; In theory, yes. I just noticed the StaticShape genericshadowlevel is at 2.0 (which contradicts the ... read more 09/21/2004 (8:15 pm)
$pref::shadows = "2"; It appears the value is intended to be a float from 0.0 to 1.0. shapeBase derived class objects ha... read more 09/21/2004 (7:10 pm)
AI players leaves mounted objects behind Offhand it looks like packetSize dictates how big the buffer is for the stream on a per-transaction ... read more 09/18/2004 (8:47 am)
AI players leaves mounted objects behind Indeed! I was not at my machine at the time so I was unable to do so then, but I've done so now and... read more 09/18/2004 (7:11 am)
AI players leaves mounted objects behind Is PacketRateToXXXXX a value representing how many packets to send in a fixed time frame, or a time ... read more 09/17/2004 (3:10 pm)
Slow motion I believe it is just $timeScale. Another artifact of using this is mouse control. The time bet... read more 09/11/2004 (11:25 am)
Movemap bind Check default.bind.cs in the client/scripts directory. Not only are the default movemap.bind comman... read more 09/10/2004 (7:31 am)
Reselling? The stipulation I believe is that what you sell needs to not contain any significant amount of origi... read more 08/31/2004 (11:23 am)
Gamespace DTS : sample needed Oops! I realized as soon as I saw the error that I packaged up the debug build. I've already sent P... read more 08/31/2004 (11:02 am)
Gamespace DTS : sample needed Thanks, I'm very happy to see it is useful for others. It wasn't until packaging everything up for ... read more 08/31/2004 (7:31 am)
Forward.dsq Just a total shot in the dark, but I just had a very similar problem so I thought I'd voice it. Wha... read more 08/30/2004 (5:35 pm)
Gamespace DTS : sample needed Thanks for the offer, Pat. I've emailed you the archive. Incidentally I also threw in my extreme... read more 08/30/2004 (2:56 pm)
Gamespace DTS : sample needed I have a small encapsulated trueSpace project folder that is strictly for Torque DTS creation. It c... read more 08/30/2004 (1:20 pm)
Game Space UV mapping is definitely one of its weaker spots. The silly unwrapper and shrinkwrapper (not even s... read more 08/27/2004 (8:44 am)