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Eric Armstrong's Forum Posts

Thread Post Date Posted
Syntax for using ENERGY in an equation? You have to assign the result of the schedule call to a global variable, then cancel that variable, ... read more 10/08/2008 (10:02 am)
Create Items When adding items through the editor, it looks for a create method. You need to write that method f... read more 10/08/2008 (8:34 am)
Syntax for using ENERGY in an equation? You'll want to start a schedule when the put the key down, and stop it when the release it: [code... read more 10/07/2008 (1:53 pm)
Equal camera size and design resolution Just make them the same... If your game is going to run at 800 x 600, then set the camera dimensions... read more 08/06/2008 (12:58 pm)
Advanced Camera I have click to move working, and some party leader following, so let me know if you run into any is... read more 08/04/2008 (6:50 pm)
Advanced Camera I do this at the end of GameConnection::createPlayer in the server game.cs file: ServerConnection... read more 08/04/2008 (1:33 pm)
Advanced Camera Hmm... don't know off the top of my head. My game is point and click movement, so I can't easily ju... read more 08/01/2008 (7:07 am)
Advanced Camera Yea... anywhere in there...... read more 07/28/2008 (11:15 am)
Advanced Camera Yep... missed the networking section.... [code] //------------------------------------------------... read more 07/28/2008 (10:26 am)
Advanced Camera Hmm... yea.. I don't see those methods in there... Maybe I missed including those, let me check...... read more 07/28/2008 (10:24 am)
Advanced Camera Sorry... didn't clean up my includes... Don't inlcude that file, that's me extended Player class, yo... read more 07/28/2008 (9:47 am)
Get World Coordinates by Mouse Ok, relevent implementation. Obvious this is not a cut and paste implementation, but should give yo... read more 07/25/2008 (9:32 am)
Get World Coordinates by Mouse OK, easiest thing is to extend the EditTSCtrl, so you'll need to add a class: [code] class MyTSC... read more 07/25/2008 (9:08 am)
Get World Coordinates by Mouse If you want to do the AIPlayer moving to the point you clicked, then you are going to have to make C... read more 07/25/2008 (8:39 am)
Player can "scale" a static mesh (walk stright up it) Actually... my bad... the allowPlayerStep is in the tsStatic class, no the StaticShape class... Y... read more 07/24/2008 (3:50 pm)
Player can "scale" a static mesh (walk stright up it) In TGEA it's allowPlayerStep....... read more 07/24/2008 (1:36 pm)
Posting resources - how? In the top menu, go to Community - Resources... At the top of the page near the end of the second... read more 07/23/2008 (11:13 am)
Advanced Camera It's in the setPosition function. If you compare the one above with the standard one, you'll see th... read more 07/18/2008 (12:43 pm)
Advanced Camera [code] ConsoleMethod( AdvancedCamera, getCameraPosition, const char *, 2, 2, "()" "G... read more 07/18/2008 (12:24 pm)
Advanced Camera [code] F32 AdvancedCamera::getDamageFlash() const { if (isServerObject() && bool(mPlayerObject)) ... read more 07/18/2008 (12:24 pm)
Advanced Camera [code] /// Gets the look-at coordinates modified with the lookAtOffset bool AdvancedCamera::getLoo... read more 07/18/2008 (12:22 pm)
Advanced Camera [code] void AdvancedCamera::advanceTime(F32 dt) { Parent::advanceTime(dt); updateMovementValu... read more 07/18/2008 (12:22 pm)
Advanced Camera [code] bool AdvancedCamera::onAdd() { if (!Parent::onAdd() || !mDataBlock) return false; /... read more 07/18/2008 (12:21 pm)
Advanced Camera And the cc file (lots of posts): [code] #include "platform/platform.h" #include "math/mMath.h" #... read more 07/18/2008 (12:20 pm)
Advanced Camera Here is the header file: [code] #ifndef _ADVANCED_CAMERA_H_ #define _ADVANCED_CAMERA_H_ #ifnde... read more 07/18/2008 (12:17 pm)
Advanced Camera TGEA as no DGL at all... I have the advanced camera in TGEA 1.7.0, but I have made some changes t... read more 07/18/2008 (12:17 pm)
TGEA 1.7 problem in convertion of Horizontal Compass Ctrl TSE Let me know if you have any trouble with any of the above... I have this all working, so it should f... read more 06/03/2008 (6:06 pm)
TGEA 1.7 problem in convertion of Horizontal Compass Ctrl TSE [code] if (mRadarTextureObject && mShowRadar) { GFX->getDrawUtil()->clearBitmapModulati... read more 06/03/2008 (6:05 pm)
TGEA 1.7 problem in convertion of Horizontal Compass Ctrl TSE .cpp part 2: [code] void GuiRadarCtrl::setLevelRange(const F32 newLevelRange) { mLevelRange = n... read more 06/03/2008 (6:05 pm)
TGEA 1.7 problem in convertion of Horizontal Compass Ctrl TSE And now the .cpp file part 1: [code] //-----------------------------------------------------------... read more 06/03/2008 (6:01 pm)
TGEA 1.7 problem in convertion of Horizontal Compass Ctrl TSE Ok, guiRadarCtrl.h : [code] //------------------------------------------------------------------... read more 06/03/2008 (5:59 pm)
TGEA 1.7 problem in convertion of Horizontal Compass Ctrl TSE Finally, what I have in the .gui file: [code] new HorizCompassCtrl(navHUD_macroCompass) { ... read more 06/03/2008 (5:57 pm)
TGEA 1.7 problem in convertion of Horizontal Compass Ctrl TSE And .cpp part 2: [code] void HorizCompassCtrl::onRender(Point2I offset, const RectI &updateRect) ... read more 06/03/2008 (5:55 pm)
TGEA 1.7 problem in convertion of Horizontal Compass Ctrl TSE And now the .cpp file part 1: [code] //-----------------------------------------------------------... read more 06/03/2008 (5:54 pm)
TGEA 1.7 problem in convertion of Horizontal Compass Ctrl TSE Ok first the horizontal compass control: horizCompassCtrl.h [code] //------------------------... read more 06/03/2008 (5:52 pm)
TGEA 1.7 problem in convertion of Horizontal Compass Ctrl TSE I have the Radar control pretty much up and working, I think there might be one graphic issue, but ... read more 06/03/2008 (12:13 pm)
TGEA 1.7 problem in convertion of Horizontal Compass Ctrl TSE I have the horizontal compass working in 1.7, but the code is at home... I'll post it here when I g... read more 06/03/2008 (11:15 am)
Yak Pak and TGEA No man go for it...... read more 05/26/2008 (12:21 pm)
Trying to Implement drawBitmapRotated in TGEA Glad it's working, no I haven't put it up as a resource, so feel free to...... read more 05/22/2008 (10:51 am)
Trying to Implement drawBitmapRotated in TGEA I started from the same resource... Here is my onRender: [code] if ( ( mValueType == GuiMeterV... read more 05/22/2008 (6:43 am)
Trying to Implement drawBitmapRotated in TGEA I had to mess around with how I was passing the angle values from script, it appears to reset itself... read more 05/21/2008 (8:47 pm)
Trying to Implement drawBitmapRotated in TGEA Ok, here is my draw rotated: [code] void GFXDrawUtil::drawBitmapRotated(GFXTextureObject *textur... read more 05/21/2008 (6:32 pm)
Trying to Implement drawBitmapRotated in TGEA I have a working drawBitmapRotated, but the code is currently at home. I'll post it up when I get h... read more 05/21/2008 (11:26 am)
Yak Pak and TGEA Hey Mark, I have everything working in 1.7, although I went about it in a slightly different way. I... read more 05/13/2008 (5:37 pm)
Metroid Prime-style HUD I work with Idryonis, it's been a while since I looked at the HUD code for Cyberfuge, but if the HUD... read more 05/07/2008 (7:16 pm)
Yak Pak and TGEA I've started a TDN article [url]http://tdn.garagegames.com/wiki/TorqueShaderEngine/Yack_Pack_TGEA... read more 05/03/2008 (8:13 pm)
Yak Pak and TGEA I got the yak pack working with TGEA 1.7, but I did it in a very different way, I didn't integrate i... read more 05/03/2008 (6:09 pm)
Ghost characters (not network ghost) You can create a new object type for the Ghost, that way you include/exclude that type from what eve... read more 04/16/2008 (7:50 pm)
TGEA 1.7 "New Project Template I just downloaded and installed it yesterday, and there is no "New Project Template" directory in th... read more 04/10/2008 (11:16 am)
TGB need help writing files If I'm not mistaken, and I could be, you can't write files outside of the game directory. This is a... read more 04/10/2008 (9:42 am)