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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)