Melv May's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Best way to analyze collision polygon | I would suggest using the "getCollisionPolyLocal()" instead of the "getCollisionPolyB... read more | 02/04/2009 (8:46 am) |
| powers of 2 | You don't have to make your images a POT if you're using celled or keyed because the image-map will ... read more | 02/04/2009 (8:33 am) |
| Rigid Mounting, not so rigid? | Hi, This bug has been fixed but unfortunately not released. Look at the code changes towards the... read more | 02/04/2009 (8:09 am) |
| Box2D Integration on Google Code | I've sent you an email separately. I'll get you an answer on this ASAP. Melv.... read more | 02/04/2009 (8:02 am) |
| Detect alpha pixels on mouse events | No problem. If you need any help then please drop me an email at [email]melvm@garagegames.com[/emai... read more | 02/03/2009 (10:40 am) |
| Detect alpha pixels on mouse events | Sorry, perhaps I didn't explain that very well. :) TGB takes the source bitmap and creates anothe... read more | 02/03/2009 (10:26 am) |
| Detect alpha pixels on mouse events | Cool. Just be careful here though as the source bitmap is just that, it's the source bitmap, not th... read more | 02/03/2009 (6:35 am) |
| MoveTo issues... | It looks like your problem is solved but nevertheless I'm confused by one thing. If you turn off se... read more | 02/02/2009 (9:23 am) |
| @Melv: Platformer and Scripts | Awesome. You can post on my blog that I solved it for you! ;) Melv.... read more | 02/02/2009 (9:05 am) |
| castCollision(20.0) works but castCollision(0) doesn't | Some good advice here. One thing to consider is that you want to be checking collisions (sending)... read more | 02/02/2009 (9:04 am) |
| Creating new c++ class | If you have any further questions then don't hesitate to ask. Melv.... read more | 02/02/2009 (8:48 am) |
| Immovable = No Collisions? | The "Immovable" flag is just a bypass within the engine that ignores any velocities that g... read more | 02/02/2009 (8:47 am) |
| @Melv: Platformer and Scripts | Thomas, Looking at the example, if you consider the forces involved you can see that they're real... read more | 02/02/2009 (8:37 am) |
| @Melv: Platformer and Scripts | Thanks Thomas. I'll look at this shortly.... read more | 02/02/2009 (8:18 am) |
| List of TGB developers - Please Add Your Name | I thought this thread might be a good place to see if anyone fancies adding themselves to the FaceBo... read more | 01/25/2009 (8:05 am) |
| 1.7.4 : MountForce can't be zeroed | Cool beans.... read more | 01/07/2009 (1:33 pm) |
| World position -> pixel position? | You have a problem there as I can assure you that the code is completely different for those calls. ... read more | 01/06/2009 (3:59 am) |
| World position -> pixel position? | Not sure I fully understand but if you want to extrapolate the pixel position that a world coordinat... read more | 01/02/2009 (1:54 pm) |
| World position -> pixel position? | It's been a while since I wrote these functions and I don't have a reference in front of me but as f... read more | 12/31/2008 (5:14 am) |
| Vista x64 no Console?? | At least we're getting somewhere. :) I am still interested in understanding why the tilde key doe... read more | 12/13/2008 (4:19 am) |
| Vista x64 no Console?? | I presume if you do change the binding it still doesn't come up? To be clear, this happens from a f... read more | 12/11/2008 (11:43 am) |
| Vista x64 no Console?? | Very strange. I work with Vista x64 exclusively and don't have any problems across three systems. ... read more | 12/09/2008 (7:52 am) |
| Ray casting for tiles | The "CastCollisionxxx(...)" calls were originally intended to check to see if an object will collide... read more | 12/08/2008 (1:53 am) |
| PickLine to detect tiles as well as objects | Andy, I actually replied to the thread referenced not that long ago. Yes, tile-layers only colli... read more | 12/07/2008 (8:06 am) |
| Ray casting for tiles | Just to be clear Andy; you only collide with a tile-layer when you collide with one of its collidabl... read more | 12/07/2008 (5:32 am) |
| Ray casting for tiles | You can find more information on the tile-layer here: [url=http://tdn.garagegames.com/wiki/Torque... read more | 12/06/2008 (10:20 am) |
| Ray casting for tiles | Andy, Not sure if you saw it or but I replied to your post not that long ago which I assume is re... read more | 12/06/2008 (10:17 am) |
| PickLine to detect tiles as well as objects | Also, with the source, it's possible to add extra elements available when using "castCollision(...)"... read more | 12/06/2008 (8:17 am) |
| PickLine to detect tiles as well as objects | If you have a specific world point, you can perform a "%myTileLayer.pickTile(...)" method. This re... read more | 12/06/2008 (8:13 am) |
| PickLine to detect tiles as well as objects | Andy, The internal collision detection system offers-up rich information even for objects such as... read more | 12/06/2008 (8:02 am) |
| Mouse clicks based on sprite alpha | Obviously almost anything is possible when you have the source code. I'll be honest though, the ma... read more | 12/06/2008 (7:42 am) |
| Proud moments | I would agree that mounting and dismounting should be done with caution as they are not the quickest... read more | 12/05/2008 (4:56 am) |
| 173 World Limit Issues | Thanks!... read more | 11/30/2008 (10:03 pm) |
| Particle Rotation? | You're most welcome.... read more | 11/29/2008 (6:00 am) |
| Particle Rotation? | Forgot to mention two other options that may be useful: Attach Position: This forces all particl... read more | 11/28/2008 (8:41 am) |
| Particle Rotation? | Go to each emitter and select "Rotate Emission". This tells that specific emitter to rotate its emi... read more | 11/28/2008 (8:39 am) |
| Camera rotation request | This is added as a feature implementation to the next release of TGB. :) Melv.... read more | 11/28/2008 (12:45 am) |
| TGB questions: not sure where to post these. | Absolutely, try [url=http://www.garagegames.com/mg/forums/result.area.php?qa=42]here[/url]. These... read more | 11/23/2008 (2:02 am) |
| Weird Image Transparecy | Conor is spot on here. The GPU is interpolating the colours [b]and[/b]alpha channel when bilinear f... read more | 11/22/2008 (2:51 pm) |
| TGB 1.7.3 Beta 1 Bug - Sticky corners | You're welcome. Sorry it was so long coming! Melv.... read more | 11/22/2008 (1:00 am) |
| Sticky corners bug, any workarounds? | I submitted the fix for this to Nic yesterday and he has just sent me an email this morning reportin... read more | 11/21/2008 (12:42 am) |
| 173 World Limit Issues | Kevin, I tried setting velocities on the order of 10,000 world-unit/sec and I have not got that e... read more | 11/18/2008 (4:13 am) |
| Sticky corners bug, any workarounds? | Also, please feel free to communicate offline with me on that address about this bug. I'll report b... read more | 11/17/2008 (8:05 am) |
| Sticky corners bug, any workarounds? | Nic, I thought this one was solved, obviously not. I can only offer my apologies for that. Is... read more | 11/17/2008 (8:05 am) |
| 173 World Limit Issues | I have resolved this issue (assuming it's the same one) and have submitted it to the internal reposi... read more | 11/17/2008 (7:53 am) |
| 173 World Limit Issues | Kevin, I know it's been months since the last comment here but I have been resolving lots and lot... read more | 11/17/2008 (7:19 am) |
| 1.7.3 pickRect returning no results | Good catch James and thank you for your helpful submission. This has been fixed (TGB-101) and will ... read more | 11/17/2008 (6:27 am) |
| T2dPath dettach crashes TGB | This issue has just been resolved (TGB-100) in the repository and will be available in the next rele... read more | 11/17/2008 (6:02 am) |
| 1.7.4 : MountForce can't be zeroed | [b]Code Changes:[/b] In "t2dSceneObject.cc" replace the "t2dSceneObject::setPosition(...)" method... read more | 10/29/2008 (4:44 am) |
| 1.7.4 : MountForce can't be zeroed | As I suspected, this has been fixed already and was the same problem as reported previously. Here... read more | 10/29/2008 (4:44 am) |