Game Development Community

Alistair Lowe3's Forum Posts

Thread Post Date Posted
Importing TileLayers from TGB to iTGB - NOT A BUG They're not directly portable as they save using a different spec. People have raised this issue ... read more 04/17/2011 (6:35 am)
Object-Level Multi-touch support test patch Almost done with the changes for you Warthog, I decided to use tVector for one part and it's throwin... read more 04/16/2011 (6:43 pm)
Object-Level Multi-touch support test patch @Warthog - OK so I'm leaning towards C along with you (and I slept 3 hours =P but it's half-term so ... read more 04/15/2011 (2:24 pm)
Performance Tests: Part 2 @Warthog Being UK based, certainly before the HD standard, much of what I watched was 25fps and g... read more 04/15/2011 (2:10 pm)
Object-Level Multi-touch support test patch So if you had to choose I'm guessing you're going with C? I'm happy to do it sometime tomorrow, i... read more 04/14/2011 (8:01 pm)
Performance Tests: Part 2 Am doing haha very interesting... read more 04/14/2011 (3:55 pm)
Object-Level Multi-touch support test patch @Warthog I agree I wasn't 100% sure on the best approach for lifting fingers. I was trying to thi... read more 04/14/2011 (2:44 pm)
Object-Level Multi-touch support test patch Awesome, if you have any trouble with it just ask I'll do my best to fix any issues.... read more 04/14/2011 (4:24 am)
calling schedule from game.cs (solved) Rennie, your issue is that you're calling the 'goHere(%this)' function from 'onIPhoneTouchUp()' even... read more 04/13/2011 (1:49 pm)
Basic Programming Question: endLevel() (solved) Hmmm, I'd find this out for you but can't seem to find loadLevel anywhere in the source code =S... read more 04/13/2011 (7:25 am)
iTorque2D Text Object looks hideous - NOT A BUG http://www.garagegames.com/community/forums/viewthread/125023... read more 04/13/2011 (5:43 am)
Performance Tests: Part 2 Wow, I expected TS to be slower that LUA by some factor but not 16-50. On the plus side this means t... read more 04/12/2011 (12:21 pm)
Performance Tests: Part 2 @Chris - I get you completely, it should be better, but you really should put ALL onUpdate/per frame... read more 04/11/2011 (6:29 pm)
Google Earth style dragging Sorry better options: t2dGetMin(526, t2dGetMax(0, ActorName.dragStartX - %touchX) + ActorName.dra... read more 04/11/2011 (6:11 pm)
Performance Tests: Part 2 Invaluable data there Chris, I plan on starting to improve my knowledge of Torque to better understa... read more 04/11/2011 (2:56 pm)
Quick and dirty multitasking (background suspend) 1.4.1 was mostly a bugfix release, I can't see it causing any issues. Would like to see this in t... read more 04/11/2011 (9:21 am)
Isometric games or AdventureKit support in iTorque2D If the adventureKit modifies the TGB.exe it's unlikely to work. As you say provided you render im... read more 04/11/2011 (9:19 am)
Check if a object is collided? Could set a schedule or use the onupdate callback.... read more 04/11/2011 (9:13 am)
Implement Box2D Now! I'm happy to offer programming services if you need any extra hands for a feature, I'll even do so o... read more 04/11/2011 (9:12 am)
iTorque2D vs. Cocos2D performance. @Ronny - I do think it would be better to store anything that can be interpreted as a number or simp... read more 04/10/2011 (4:44 pm)
Google Earth style dragging mClamp( number, min, max);... read more 04/10/2011 (1:36 pm)
calling schedule from game.cs (solved) I don't see why not, give it a try lol... read more 04/10/2011 (12:40 pm)
Google Earth style dragging The camera is essentially your t2dSceneWindow (by default named sceneWindow2d). so it would be: ... read more 04/10/2011 (10:43 am)
iTorque2D vs. Cocos2D performance. @Ronny - aside from taking up memory I thought this idea of the string table was to speed up access ... read more 04/09/2011 (7:17 pm)
two scenegraphs? Have you adjusted the code in game/main.cs 'function initializeProject()'? ... read more 04/09/2011 (4:25 pm)
iTorque2D vs. Cocos2D performance. lol forgot the word function, too used to Torsion being nice. OK have just majorly rewritten inpu... read more 04/09/2011 (3:39 pm)
iTorque2D vs. Cocos2D performance. Haha, typical, just spent the past two hours completely rewriting the input system, initial tests gi... read more 04/09/2011 (3:12 pm)
iTorque2D vs. Cocos2D performance. Ok I'm 80% through phase two of my plan but I've hit an annoying error, I'm using a std::map<>... read more 04/09/2011 (12:01 pm)
onMouseDown Unreliable? What you could do is copy the XCode_iPhone folder and rename it to XCode_iPad or something and keep ... read more 04/09/2011 (9:53 am)
onMouseDown Unreliable? I have experienced something similar, when you come to build your app, ensure that you select iPad f... read more 04/09/2011 (9:29 am)
iTorque2D vs. Cocos2D performance. @Michael - awesome. In that case guys, %clicks in the onMouseX callbacks, what determines these? ... read more 04/09/2011 (9:07 am)
iTorque2D vs. Cocos2D performance. I've just spent 15minutes on my macbook and now have working object level abstraction. It's not perf... read more 04/08/2011 (6:51 pm)
iTorque2D vs. Cocos2D performance. Hi Conor, I'm aware of this mod but I wouldn't go as far as to say 'full', I think it was mention... read more 04/08/2011 (9:14 am)
iTorque2D vs. Cocos2D performance. @Michael Do you guys have more detailed documentation/diagrams on the rendering system etc? I'd b... read more 04/07/2011 (4:27 pm)
iTorque2D vs. Cocos2D performance. @chris Glad you agree, as I just mentioned the guys at GarageGames must have agreed, there's an 8... read more 04/07/2011 (4:23 pm)
iTorque2D vs. Cocos2D performance. @Chris That's exactly it I placed everything into a giant sprite sheet. UnChaos (currently window... read more 04/07/2011 (4:13 pm)
iTorque2D vs. Cocos2D performance. Poking at the source code it looks like an attempt for batch rendering was started via t2dQuadBatch ... read more 04/07/2011 (4:06 pm)
iTorque2D vs. Cocos2D performance. I do have one comment which is that I'm far more limited by lack of for example true multi-touch tha... read more 04/07/2011 (3:34 pm)
Broken UI - TGB on Mac This is why I don't use Macs =P... read more 04/05/2011 (9:51 am)
Scrollers till show white blocks These aren't powers of 2 Tara, you're looking at the following: 2, 4, 8, 16, 32, 64, 128, 256, 51... read more 04/04/2011 (11:51 am)
Development on windows Haha, I'm not the world's biggest fan of Macs, even now I do all my development on Windows and just ... read more 04/04/2011 (11:43 am)
Input text. Display IOs keyboard If you're using Xcode 4 you can load up the xib, using the properties panel on the right find the ou... read more 04/03/2011 (12:27 pm)
iT2D 1.4.1 - XCode 4 - MacBook Pro 2011 - Build Issue? - RESOLVED I have had this issue on a 2010 Macbook with nVidia graphics and not just in Torque. There's a milli... read more 04/03/2011 (12:24 pm)
iT2D 1.4.1 - moveTo & onCollision & Static Audio - RESOLVED 1. It's an optimisation feature to increase performance on what is a weaker mobile platform in compa... read more 04/03/2011 (12:19 pm)
two scenegraphs? I think there's something about a pass-through in one of those posts but I'm unsure.... read more 04/01/2011 (12:12 pm)
two scenegraphs? You can place a second t2dscene in your mainScreen.gui file. I know the forum post is floating aroun... read more 03/31/2011 (4:12 pm)
Improved Input and Gestures @William - Indeed, that was my primary concern over the current implementation as I think most peopl... read more 03/30/2011 (12:14 pm)
where should i put save data when i press home button I can't remember the name but there's only one place files can go anyway, I'm suspecting iTorque mak... read more 03/30/2011 (12:11 pm)
where should i put save data when i press home button Firstly, there could be an issue with the routine you're using to save with it would be worth postin... read more 03/30/2011 (11:18 am)
iT2D - Spawn on remove - how to add items to the selection list @Tara - Glad the advice and everything you've found on these forums/documentation has been helpful! ... read more 03/29/2011 (2:29 pm)