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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)
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