PeterB's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Fade gui object | So years later, I realize the solution is simple. Place the various gui elements (as sprites and in... read more | 07/26/2009 (2:56 pm) |
| powers of 2 | Thank you. I know you've (re)explained your tutorial many times at this point, so thanks again.... read more | 07/23/2009 (1:11 pm) |
| powers of 2 | These work no problem as full or celled in terms of transparency, etc. But to take advantage of fra... read more | 07/23/2009 (11:27 am) |
| powers of 2 | Melv, For key imagemaps, all the examples I see don't have transparency within the frames. But I m... read more | 07/23/2009 (10:38 am) |
| powers of 2 | I want to use key imagemaps so that my frames can be different sizes. But can I also incorporate tr... read more | 07/22/2009 (1:07 pm) |
| frame padding | You're very clear, ty. Frame padding aside, I'm thinking about grouping all of my textures into cel... read more | 07/08/2009 (12:23 pm) |
| SetSpeed on paths | They aren't wonderful, but I wouldn't say they can't be used for anything. I don't think I ever fig... read more | 05/28/2009 (1:00 pm) |
| screen ratio | Great. First, I don't want to set the games to 1920x1200, if someone has their desktop to that, b... read more | 02/16/2009 (6:50 pm) |
| screen ratio | This last part is optional. I already bound the 'optionsDlg' to the 'o' key so people can adjust th... read more | 02/15/2009 (12:45 pm) |
| screen ratio | ---------- Next, I make two gui's. Notice, above in 'startGame' if we do need the 4:3 gui, I 'exec... read more | 02/15/2009 (12:36 pm) |
| screen ratio | Here's my implementation. What do you think? The game will fill a widescreen and put black bars... read more | 02/15/2009 (12:34 pm) |
| Invalid Stream Header ID | And the problem can definitely happen based on no changes. I left the project last night with it wo... read more | 08/30/2008 (7:29 pm) |
| 1.7.4 startup | You're right to remind me to clear DSOs as that often fixes things. But I had to downgrade to 1.7.3... read more | 07/24/2008 (10:26 am) |
| Tdn | Oh, of course thanks.... read more | 07/22/2008 (11:39 am) |
| Initialize behaviors | Right, so you can call 'onLevelLoaded' yourself. Or at least both 'onLevelLoaded' and the line afte... read more | 06/21/2008 (5:29 pm) |
| Initialize behaviors | Oh, but if you instantiate sprites and their behaviors during gameplay (instead of setting them up i... read more | 06/21/2008 (3:24 pm) |
| Calculating angle | Thanks guys. I'll keep you updated when I have something worth playing. Orion, yep, that's the bo... read more | 12/03/2007 (9:48 am) |
| Calculating angle | Thanks for asking. It's so early on that I'm not sure if you can get any sense of my final idea, bu... read more | 12/02/2007 (8:01 pm) |
| Calculating angle | Thanks guys. That did it. The below code should be straightforward, but there is one thing not... read more | 12/02/2007 (6:04 pm) |
| Calculating angle | Great. So I think all that remains is this algorithm- for a given line connecting points with know... read more | 12/02/2007 (11:28 am) |
| Fullscreen in editor | It's a program for Intel Macs in which you can run Windows programs in MacOS. It's surprisingly smo... read more | 12/01/2007 (2:34 pm) |
| Fullscreen in editor | And trying TGB in Parallels again, it fills the screen and says in the console that you can't do win... read more | 12/01/2007 (11:42 am) |
| Fullscreen in editor | Thanks Spider Step 1 did it. I wasn't able to see what I was typing as the bottom was cut off, b... read more | 11/30/2007 (8:36 pm) |
| Too many images? | So the only other note on that is I often find my sprites show a faint white line (on an edge) when ... read more | 11/30/2007 (8:21 pm) |
| Too many images? | Definitely making images be 512 or less in width or height helped exponentially. On that note, is... read more | 11/30/2007 (5:02 pm) |
| Too many images? | That's clear advise. I'll get them to go 512x512, no doubt. Would my method help? To initialize... read more | 11/15/2007 (9:16 am) |
| Angel between | This is probably my answer http://www.garagegames.com/mg/forums/result.thread.php?qt=61293... read more | 10/29/2007 (11:59 am) |
| Finding the behavior of the owner | So now I'm wondering if it's always better to just tie parameters to the sprite like: %this.owner... read more | 09/09/2007 (2:42 pm) |
| Don't unload | Like you said, there's a checkbox under 'Scripting'. Persistent. Thanks. It kills the linearVel... read more | 09/05/2007 (3:05 pm) |
| Graphic symptoms | Marc, I am using XP. I'm glad to know more about padding. Dustin, You have an impressive mach... read more | 09/02/2007 (6:10 pm) |
| Graphic symptoms | Radion 9600 turbo. 128MB I wiped my HD and installed all the newest drivers. 1.25GB of regular ra... read more | 09/01/2007 (2:39 pm) |
| Finding the behavior of the owner | This solution works. When you set things up: [code] function sphereBehavior::onBehaviorAdd(%thi... read more | 08/30/2007 (6:07 pm) |
| Graphic symptoms | Yes a 128MB has trouble. I must admit that I got rid of the performance problem by updating the bio... read more | 08/30/2007 (4:39 pm) |
| New platformer tutorial on TDN | It is showing some promise, but on my long, steady slope it does jerk around a bit. I'm not able to... read more | 08/21/2007 (11:36 am) |
| New platformer tutorial on TDN | Makes sense on first read. Still moving my code from the old tutorial to your current one, so I don... read more | 08/20/2007 (6:54 pm) |
| New platformer tutorial on TDN | Phillip, I tend to get annoyed when other people ask such questions, but here goes. In your tutori... read more | 08/20/2007 (6:16 pm) |
| What units are the mount offset? | After reading the TGB reference I begin to understand. ----------------------------------- offs... read more | 08/20/2007 (3:28 pm) |
| Jitter | I should have read the other posts first as other people have this problem: [url]http://www.garag... read more | 08/15/2007 (11:35 am) |
| XNA and make money | Stephen, So then what is the advantage of Torque X over TGB? Sure, programmers tend to prefer C# o... read more | 08/04/2007 (7:12 pm) |
| Loading time | Is loading equivalent to giving the datablock? like: [code] new t2dImageMapDatablock(tortoiseImage... read more | 01/15/2007 (12:16 pm) |
| T2D strikes a pose | I will as soon as I get over a big milestone. Just a bunch of half-working things now. -ty... read more | 12/14/2006 (9:21 am) |
| T2D strikes a pose | My points about processing hits should be qualified. Soon after my earlier post, I had gotten a new... read more | 12/13/2006 (11:42 am) |
| Seeing collision bounds by default | Oh, yes that worked, Gary. I was trying to apply 'setDebugOn' to my individual sprites, but I was u... read more | 11/27/2006 (3:31 pm) |
| Seeing collision bounds by default | Oh, put my exec's in game.cs. Great! So simple. Huge help. - doing: %mysprite.setDebugOn(BIT(0... read more | 11/26/2006 (8:40 pm) |
| T2D strikes a pose | Most helpful resource I've ever used. - Added to it a bit so that I can choose how many figures,... read more | 11/26/2006 (3:47 pm) |
| Border around bitmap in gui | You're right! ty... read more | 11/11/2006 (1:03 pm) |
| What tool for combining images? | Needed lasted version of .net 2.0 to get Glue-It working....... read more | 11/11/2006 (10:17 am) |
| Resolution and guis | FIXED IT! I had to set things to 'relative', rather than 'width', etc. So the big lesson I learn... read more | 11/02/2006 (5:21 pm) |
| Resolution and guis | [code] //--- OBJECT WRITE BEGIN --- new GuiChunkedBitmapCtrl(mainScreenGui) { canSaveDynamicFi... read more | 11/02/2006 (4:02 pm) |
| Camera on path | And that worked! [code] %path = new t2dPath() { scenegraph = t2dscene; };... read more | 10/07/2006 (9:20 am) |