Game Development Community

Adam Larson's Forum Posts

Thread Post Date Posted
Calling schedules freezes game? I have no idea why the engine is slowing down from the schedule calls. As far as I know, calling sch... read more 09/22/2005 (6:57 pm)
Shooting Whoa, sorry. Should be: [code] schedule(200, 0, "Enemy_Fire", %enemy) [/code]... read more 09/22/2005 (4:55 pm)
Shooting Schedule Enemy_Fire like this: [code] %enemy.schedule(200, "Enemy_Fire", %enemy); [/code] Then c... read more 09/22/2005 (3:40 pm)
There suppose to be no collision Swapping the setImpulseForce call and the $touchGround = false doesn't work because setting the impu... read more 09/22/2005 (10:10 am)
Detecting the end of a collision? If you want to set up your own 'onCollisionEnd' sort of deal, do this: Add two variables to your sh... read more 09/21/2005 (3:49 pm)
Gothic Blocks 3 That is the greatest thing I have ever seen. Control is a little awkward, but it's probably the best... read more 09/20/2005 (3:36 pm)
What is Nintendo's "Revolutionary" weapon? [quote]It's obvious to me now people are so concerned with newer and bigger that they have completly... read more 09/19/2005 (2:21 pm)
Default collision response not working with tilemap Have you enabled collision on the tile layer? You have to call setCollisionActive(false, true) an ea... read more 09/18/2005 (8:56 am)
What is Nintendo's "Revolutionary" weapon? I think the people who like this thing should stop trying to justify how it's going to play certain ... read more 09/16/2005 (6:39 pm)
Nintendo's New Controller Some of you are accusing people of not being able to think of any new game ideas with this controlle... read more 09/16/2005 (10:58 am)
Nintendo's New Controller It's too hard to really tell until the games start coming out, but everyone's talking about all of t... read more 09/16/2005 (10:49 am)
Nintendo's New Controller [quote]if you aim off the screen then you turn, look up, or look down.[/quote] OK Jeremy, that make... read more 09/15/2005 (9:21 pm)
Nintendo's New Controller Regardless of whether the concept is a good idea or not, why couldn't they have put all the motion s... read more 09/15/2005 (9:12 pm)
Impermeable objects - HELP If you go with the collision normal route, you are really just duplicating what the engine already d... read more 09/15/2005 (11:16 am)
How can I change the Gui bitmap used for background from game This should do the trick: [code]mainScreenGui.setBitmap(filename);[/code]... read more 09/14/2005 (3:57 pm)
How do I use "applyImpulse"? In the case of a vehicle or some such, the impulse will cause an angular velocity depending on the p... read more 09/09/2005 (4:07 pm)
Physics problem You should be using setConstantForce to simulate gravity. setImpulseForce only applies the force onc... read more 09/09/2005 (11:15 am)
Physics problem Can you post the datablock definition for the tileMaterial? If you use the standardMaterial defined ... read more 09/09/2005 (10:15 am)
T2D update review (from 1.0.2 to 1.1 so far) ... and a question I think the only real reason to not have a pre-release would be because there are a few people who w... read more 09/09/2005 (8:45 am)
How to edit NON-WINDOWS style GUI ? In the example/common/ui directory, there are some image files that contain what is displayed for th... read more 09/09/2005 (8:39 am)
Levels? GarageGames is handling the management of the level editor now. I am merely helping in its construct... read more 09/09/2005 (8:33 am)
PickLine and tilemaps I think what Matt is suggesting is to do a visibility test with pickLine. If you pick the line from ... read more 09/02/2005 (4:36 pm)
Starter Kits? I'll be making a platformer starter kit (more of a demo, probably) here pretty soon. It's my next pr... read more 09/02/2005 (1:41 pm)
Invisible GUI buttons I would imagine that if you used a bitmap button (GuiBitmapButtonCtrl) with a transparent png it wou... read more 09/02/2005 (10:03 am)
TDN T2D suggestions I would be willing to write some of this stuff up. If people want to give some input on what would b... read more 09/01/2005 (3:20 pm)
Question about Objects and passing string to function The first parameter in any namespace function in TorqueScript is always a reference to the calling o... read more 08/28/2005 (3:33 pm)
Screenshots of my project (so far) All right, I looked into this a little bit. It's going to be quite the pain, I think. My main priori... read more 08/27/2005 (12:39 pm)
Screenshots of my project (so far) To expand on what Peter said, what you really want to do is subtract off the part of the velocity th... read more 08/25/2005 (10:23 am)
Demo showing how new levels are loaded I am in the midst of writing a level editor right now which will demonstrate and provide very simple... read more 08/24/2005 (7:12 pm)
What is Nintendo's "Revolutionary" weapon? Check out [url=http://media.cube.ign.com/articles/612/612191/vids_1.html]this[/url] interview with D... read more 08/24/2005 (7:04 pm)
What is Nintendo's "Revolutionary" weapon? It seems I am in the same boat as Ajari. I am not mad at Nintendo because I want to hate them or thi... read more 08/24/2005 (9:06 am)
How to pass a list of objects to a script function? The easiest way would be to add all of the sceneObjects to a SimGroup or SimSet and then pass the gr... read more 08/23/2005 (2:13 pm)
Nintendo! Get away from that dead horse and give me the stick Actually, I think they're changing Age of Empires to be turn based. Not surprising since it's Ninten... read more 08/22/2005 (8:11 pm)
Anti-aliasing @Matt Sorry if I sounded offensive. I didn't mean it to be. I know you're young and eager to learn ... read more 08/21/2005 (2:10 am)
Anti-aliasing @Matt You might want to do some research on anti-aliasing before posting in a topic about it - your... read more 08/21/2005 (1:00 am)
32 hurts me With a 5-bit integer, you can only store values from 0 to 31 (if its unsigned, which seems to be how... read more 08/20/2005 (8:51 am)
Windows Common Dialog Displaying a windows dialog would defeat the crossplatform-ness of TGE. Plus, the engine likes to li... read more 08/18/2005 (11:27 am)
SetCollisionPolyCustom with 2 vertices T2D's collision code works with both lines and points. There are special cases for points and lines ... read more 08/16/2005 (9:12 pm)
T2D Bitmap Fonts Resource Available Also, TGE's fonts don't scale with resolution changes. I'm assuming this does.... read more 08/16/2005 (9:01 pm)
New to Torque, confused on double code... Client/prefs.cs and client/config.cs are exported upon exit by the engine to save user-defined keybi... read more 08/07/2005 (12:46 pm)
Collision after death? When the player dies, its type mask changes from 'PlayerObjectType' to 'CorpseObjectType' or some su... read more 08/07/2005 (11:28 am)
Microsoft planning to drop native OpenGL support in Windows? In response to the original intention of this thread, I don't think this is going to be as big a pro... read more 08/07/2005 (11:02 am)
Torque Shader Engine? TSE is a complete engine in itself, but it is based on TGE. Like I said before, though, you still... read more 08/05/2005 (1:47 pm)
Torque Shader Engine? TSE is stand alone, but to get in on the early adopter program, you have to be an owner of TGE.... read more 08/05/2005 (10:15 am)
How should I script a flying vehicle? Well, what I did when I installed it (using the stock 1.3 version of the engine) just now was this: ... read more 08/04/2005 (10:29 am)
How should I script a flying vehicle? I have used [url=www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5071]this[/url] res... read more 08/04/2005 (10:06 am)
How should I script a flying vehicle? Click on search in the upper right of this website next to 'Community'. Then, type in 'Flying Vehicl... read more 08/03/2005 (4:15 pm)
T2D Level Editor When you unzip the file, a folder should be created called 'leveleditor'. Inside that folder is anot... read more 08/01/2005 (2:04 pm)
Increase the SetLayer() limit? It's at 32 because a lot of layer (and group) masking is done by the engine for various things. An i... read more 08/01/2005 (1:52 pm)
ScriptObject Instancing What you really need is the ScriptObject's ID, not it's name. When you type HP_Drain_Effect for inst... read more 08/01/2005 (11:37 am)