Game Development Community

Fenrir Wolf's Forum Posts

Thread Post Date Posted
Understanding eval() I got caught by this recently, too, Tim. Eval doesn't work like it does in some languages, where ... read more 04/11/2005 (4:31 pm)
Game asset management Er, so I don't have to remember the name of every datablock and then do a blahdatablock.delete() by ... read more 04/11/2005 (4:25 pm)
Game asset management Ah, keen, thanks. That is perfect. In fact, I can just take the datablocks I want to be considered... read more 04/11/2005 (3:44 pm)
Game asset management Just curious, as I haven't dug into this, but what's the code path for unloading of resources? Ok... read more 04/11/2005 (3:10 pm)
Please post your specs and framerate Well, Melv's already said it much better than me, but here's my two cents... I have been perfectly ... read more 04/09/2005 (2:12 pm)
How Do I Compile a T2D Mac Binary from a Windows PC? In short, Mac libraries are a bit more picky than standard Linux ones. They have their path encoded... read more 04/09/2005 (1:32 am)
CAC - Tool for making celled images for T2D That readme.txt is for the non-T2D-hacked version of CAC. There's no need for feathering, transpare... read more 04/08/2005 (2:07 am)
Container::castRay infinite loop while sometimes... @Clint: Aha! Now, I've been having issues with this too. I am using the improved 3rd person curso... read more 04/07/2005 (7:23 pm)
Gallerie Abominate! Sure, post whatever, as long as it has something messed up or funny. The original Gallerie Abomina... read more 04/07/2005 (3:44 am)
Simple T2D-based text writer I did, but as Peter Dwyer and Melv mentions above -- you can use something like strstr to get the in... read more 04/06/2005 (7:55 pm)
Logo Requirement Now On Product Page Argh, for God's sake let this topic [b]die a peaceful death![/b] The original poste... read more 04/05/2005 (1:41 pm)
Creating aggregate objects. For the record, yes, the boss in CB is made up of a central invisible object (ie: never gets an imag... read more 04/05/2005 (2:44 am)
I think Torque2D is just what gaming needs... @Robert: Sure, and I agree. But now let's take your 3D and put it into TGE (or Unreal or Insert Cu... read more 04/04/2005 (4:29 pm)
I think Torque2D is just what gaming needs... Face it, we're old farts [b]who just want our 2D-TV[/b]. I'd like to expand upon Jeff's fun point... read more 04/04/2005 (1:31 pm)
There should be an "OpenArt" license... Yes, google for Creative Commons to find their license types and also sites that provide material. ... read more 04/03/2005 (2:14 pm)
Game Release EULA and T2D logo Heh, I didn't see that in the EULA. I made the T2D logo a part of my main screen (even made it a hy... read more 04/02/2005 (7:33 pm)
CAC - Tool for making celled images for T2D Hmm, the tool I wrote is purely an art tool. (Actually, it's a modified tool that I was using with ... read more 04/02/2005 (2:16 pm)
Game In a Day I want to! But I have other obligations that prevent from devoting any real time to it. But hey,... read more 04/01/2005 (10:41 pm)
CAC - Tool for making celled images for T2D Whoops, my bad, put the debug DLL instead of the release version. I've updated the zip file now.... read more 04/01/2005 (12:25 pm)
Gravity Wells and Black Holes I've done this myself ([url=http://www.gapingwolf.com/torque/planets_t2d.mpg]See here for an example... read more 04/01/2005 (12:50 am)
Utility to create anim strips from seperate frames? [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=28283]Okay, here it is[/url]. (Put i... read more 03/31/2005 (10:15 pm)
Torque 2D to Mac [url=http://www.gapingwolf.com/games.php?template=cloudburst_download]Yup, I sure have.[/url] Had t... read more 03/31/2005 (1:58 pm)
Key "code names"? Philip: That should be lcontrol or rcontrol. ctrl is a key modifier.... read more 03/31/2005 (2:05 am)
Key "code names"? Yeah, pretty much what's in actionmap.cc is what you want to use. I like how there is literally a... read more 03/31/2005 (12:47 am)
Utility to create anim strips from seperate frames? Robert, do you mean a utility that takes seperate images and then combine them into one sprite sheet... read more 03/30/2005 (9:44 pm)
Animation question Jason: Quickie fix. (In fxAnimationController2D::updateAnimation (fxAnimationController2D.cc) [... read more 03/30/2005 (3:04 am)
Melv let Josh out of his cage please Hey, don't feel the programmers! :)... read more 03/30/2005 (2:53 am)
NonLinear movement Also, you can try some creative mount hacking. Mount your sprite to an invisible object that is 100... read more 03/29/2005 (9:35 pm)
How does video memory work exactly? T2D will create a depth buffer by default. The window creation/OpenGL initialization code is the sa... read more 03/28/2005 (5:54 pm)
Max image size 10350 pixels tall is massively excessive. Okay, let's assume your image is 10350x10350. Let's see.... read more 03/28/2005 (5:17 pm)
Radar? A cheesy way (that would incur some fill cost) would be to just make a new window into the existing ... read more 03/28/2005 (1:42 pm)
Game screens transition The method that James outlined is pretty much exactly how I did that "holodeck fade in" in Cloudburs... read more 03/28/2005 (1:38 pm)
How does video memory work exactly? Torque itself keeps track of number of textures loaded, the amount of size of each one -- it might e... read more 03/28/2005 (1:35 pm)
Software rendering? Josh, once again you dazzle us with numbers. I agree with the other posters -- losing sleep over a ... read more 03/26/2005 (8:04 pm)
Time control Listen to Melv, for Melv is all-wise and all-knowning. $timescale will do what you want -- pause ... read more 03/21/2005 (5:42 pm)
Turn based networking I can't stress what Stephen said enough about keeping client/server processes seperated. Here's ano... read more 03/21/2005 (12:51 pm)
Reset in game There's no magic reset button for this sort of behavior. It is entirely dependant upon how you ar... read more 03/21/2005 (12:16 pm)
Time control $timescale has nothing to do with Torque 2D. It's an overall Torque sim time scale. So, if you set... read more 03/21/2005 (12:50 am)
Penquins. Bah! Before all of those penguns, there was [url=http://www.housemarque.com/superstardust.htm]Profe... read more 03/20/2005 (11:16 pm)
SetLayerDrawOrder() problem SetSceneDrawOrder() is a method of the fxSceneGraph2D object. You don't call the function name by i... read more 03/19/2005 (10:46 am)
Easier for artists - bah - what about programmers? John: While you've got a point, I want to point out that it wasn't a matter of point-n-click to mak... read more 03/18/2005 (7:53 pm)
Main.cs Check main.cc and search for 'main.cs'. The code that reads in main.cs is very very very simple. Y... read more 03/18/2005 (7:25 pm)
Torque & 3DGS comic Yes. Must not advertise! It's something only big eeeeeevil corporates that love to waste money do!... read more 03/18/2005 (3:40 pm)
Torque & 3DGS comic It's like Penny Arcade. But, ya know, without the funny laughter parts. ;) Jay: Not even origi... read more 03/18/2005 (1:10 pm)
--- Awesome! So there's a market for my next 6D neural-interface joystick-requiring multiplayer game wr... read more 03/18/2005 (1:07 am)
Cloudburst: GG private release Joe: I'm not sure what sort of controller you are using, but the sort of gamepad support I added wo... read more 03/16/2005 (2:45 pm)
TorqueBind? I'm not aware of something like this, but it could exist. Generally, converting from TorqueScript... read more 03/16/2005 (2:39 pm)
Anybody know of any cheap or free sprite tools? Yes, I second/third/fourth the recommendation for ProMotion. When it comes to old-school, low color... read more 03/16/2005 (2:34 pm)
Cloudburst: GG private release Jason: It was just this resource: [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&pa... read more 03/16/2005 (2:21 pm)
Cloudburst: GG private release Alright, here it is, the OSX version of Cloudburst! [url=http://gapingwolf.canids.net/cloudburst_... read more 03/16/2005 (12:33 am)