Thomas Buscaglia's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Particles start automatically | There's a PlayOnLoad public property. That should probably be false in your case. ;)... read more | 11/06/2007 (11:54 pm) |
| Best way to check if an object exists at clicked position? | With the position of the click you could just iterate over the list of enemies an check if the mouse... read more | 11/06/2007 (11:52 pm) |
| Collisions with player | You can use a DirectionalTriggerComponent and make sure it's one of the object types that your actor... read more | 11/06/2007 (11:41 pm) |
| It hurts... | There's actually a component in the framework that does this for you. It's called the HazardComponen... read more | 11/06/2007 (11:38 pm) |
| Lit' objects are black | In 1.0 lighting was per-vertex only for whatever reason. Even with the new lighting system in 2.0 (t... read more | 11/06/2007 (11:26 pm) |
| IsPersistent Question | Persistant objects should not be removed from the scene when the level they came from is unloaded. I... read more | 11/06/2007 (11:18 pm) |
| Torque X 3D beta ? | It's been passed from the dev team to QA and the product group for documentation and testing as of l... read more | 11/01/2007 (5:57 pm) |
| Will torque-X work with Xna. 2.0 when updated | More specifically, if Microsoft delivers on their promises some of the changes in XNA 2.0 will remov... read more | 10/23/2007 (6:09 pm) |
| Adding shooting and aiming | If you feel up to it, you could post it directly to [url=http://tdn.garagegames.com/wiki/TorqueX]Tor... read more | 10/19/2007 (2:02 pm) |
| Tourque X object velocity | ... [code] Vector2 velocity = T2DVectorUtil.VectorFromAngle(degrees) * magnitude; [/code] ;)... read more | 10/18/2007 (2:57 pm) |
| Torque X 3D Update - September 7 | The initial 3D tools are very simple and will be completely free. There will be more details about t... read more | 10/16/2007 (5:34 pm) |
| Torque X 3D Update - October 14 | @John: Yes. In fact it's be possible to render multiple 2D and 3D scenes overlaid in any order and i... read more | 10/16/2007 (5:28 pm) |
| Units of Measure | Velocity is world units per second, but I'm not quite sure about mass. I'll try to get back to you o... read more | 10/15/2007 (1:36 pm) |
| More on the platformer | The reason the platformer forum is slower is because everyone is posting their platformer questions ... read more | 10/12/2007 (4:13 pm) |
| Using Sceneloader to "stream" large worlds | You could use the scene loader to do this by placing the objects in different files and loading/unlo... read more | 10/12/2007 (4:05 pm) |
| Removing Ability to Collide at runtime? | You'll also need to set SolveOverlap to false. That said, you need to make sure that your dead enemi... read more | 10/08/2007 (3:12 pm) |
| Cant attach rain particle effect 2 character | You would most likely want to mount the particle effect to the camera, rather than the player. An al... read more | 10/08/2007 (3:09 pm) |
| TXB source | Ideally we'd like to have in-engine tools. We've talked about it quite a bit but I can't give a defi... read more | 10/08/2007 (3:07 pm) |
| Performence on 360 | Torque X has no built-in multithreading support, but that's the most obvious optimization to improve... read more | 10/08/2007 (3:03 pm) |
| Replace a death animation with a particle effect | Baw.. I just realized there's no code to actually delete the actors on death in the kit. In the demo... read more | 10/05/2007 (5:45 pm) |
| Paralax Scrolling (how?) | You have to set the target of the parallax manager. If you check out the demo project you'll see thi... read more | 10/05/2007 (5:36 pm) |
| 2 Questions - Please Help | If it exists, it wasn't collected. You can know *when* an actor is trying collect it: when the _conf... read more | 10/04/2007 (2:49 pm) |
| Anyone use the platformer starter kit? | There won't be any official tutorials about lighting in 1.0 because the lighting system has changed ... read more | 10/04/2007 (2:03 pm) |
| Error on installing a deployed game | So I have to ask, why not package as a ccgame?... read more | 10/03/2007 (5:55 pm) |
| 2 Questions - Please Help | Right... [quote] This should work on a component class or any TorqueObject class that can register... read more | 10/03/2007 (3:05 pm) |
| 2 Questions - Please Help | Also, please start new topics for new questions if they're unrelated to the original post. It's more... read more | 10/02/2007 (4:11 pm) |
| 2 Questions - Please Help | Oh, dang.. I keep forgetting to do that. One sec.. writing. [elevator music] Ok, here it is. T... read more | 10/02/2007 (4:07 pm) |
| Error on installing a deployed game | To be perfectly clear, how are you trying to deploy your game? We're talking about packaging the ... read more | 10/01/2007 (3:44 pm) |
| How is DoSpawn() used? | DoSpawn clones the spawn template and registers the clone (essentially, "doing"/performing the spawn... read more | 09/28/2007 (5:37 pm) |
| GamePad Rumble | NP. Glad you got it working. I was curious about that one myself. :)... read more | 09/28/2007 (3:15 pm) |
| Creating a new enemy | If you're done with the actor you can delete it. Since the Actor should be the only thing with a ref... read more | 09/28/2007 (3:07 pm) |
| Error on installing a deployed game | Yeesh.. that's wierd. Let us know if you make any headway. If not, this is definitely something we'l... read more | 09/28/2007 (2:41 pm) |
| Creating a new enemy | I think it didn't matter so I just ignored that. You can add an AI state called "dead" where the AI ... read more | 09/27/2007 (4:25 pm) |
| Error on installing a deployed game | XNB is the format that all your art assets are converted to when using the content pipeline. Look in... read more | 09/27/2007 (3:16 pm) |
| Issue with Animations showing up as black boxes | Ok.. let us know if it crops up again. That's definitely something we want to avoid. :)... read more | 09/27/2007 (3:08 pm) |
| GamePad Rumble | There's a static method called SetVibration on the GamePad class (Microsoft.XNA.Framework.Input.Game... read more | 09/27/2007 (3:06 pm) |
| Bug: TorqueEventManager.SilenceEvents | Yes, this does sound like the delegate list is not getting cleared out properly and that (or a flaw ... read more | 09/27/2007 (2:57 pm) |
| RenderCollisionBounds error | I'm just wondering, is anyone else experiencing this? Was a solution ever found for the problem?... read more | 09/26/2007 (1:43 pm) |
| Issue with Animations showing up as black boxes | Weird... that doesn't seem right to me. If you take out just the cloning and registration of the mis... read more | 09/26/2007 (1:41 pm) |
| Bug: TorqueEventManager.SilenceEvents | The preferred method to bind input is using input maps. You can bind input to a specific player, or ... read more | 09/26/2007 (1:36 pm) |
| Buggy - Any Fixes | Ok, I just wanted to point out that I was responding to the concern that the issues weren't being ad... read more | 09/26/2007 (12:16 pm) |
| Buggy - Any Fixes | @Kzoink: I appreciate the enthusiasm and loyalty, but opinions are welcome here - even ones we disag... read more | 09/25/2007 (3:40 pm) |
| Torque X 3D Update - September 7 | There will be an FPS starter project included for free. :)... read more | 09/25/2007 (3:06 pm) |
| Torque X 3D Update - September 7 | @Kory: The short answer is "Yes". The long answer is: "You can use all of the art assets with Tor... read more | 09/24/2007 (4:12 pm) |
| I'm wondering if this is the smartest way | The best way to do it would be to implement a platform behavior that had some sort of health functio... read more | 09/24/2007 (3:57 pm) |
| Buggy - Any Fixes | This is the first I've seen this thread and I have to say, I'm at a bit of a loss for words. I don't... read more | 09/24/2007 (3:36 pm) |
| Getting a list of objects of a certain type | As James said, the reason it doesn't find any objects is that they aren't in the scene yet. A scene ... read more | 09/21/2007 (5:29 pm) |
| Creating a new enemy | Well it should, right? The actual behavioral logic is dead simple: whenever you see an enemy, shoot.... read more | 09/21/2007 (3:09 pm) |
| Trapping MouseMove Events to Specific GUIControl | You're not doing anything wrong, that's just how the GUI works. A GUI control will only receive inpu... read more | 09/21/2007 (3:02 pm) |
| 2 Questions - Please Help | So there are no persistent objects and you are unloading the scene before you load the next one, cor... read more | 09/21/2007 (2:55 pm) |