Game Development Community

Kevin James's Forum Posts

Thread Post Date Posted
Getting mouse clicks on multiple GUIs? This is nice! How would it work for onMouseEnter?... read more 06/10/2010 (8:35 pm)
Problem Handling HUD mouse events Is it possible to create a custom shape for a scenewindow? For example, can I define a scenewindow a... read more 06/10/2010 (6:58 pm)
Good Font? I'm working on getting this to work: [url]http://www.torquepowered.com/community/blogs/view/12116[/... read more 06/09/2010 (6:31 pm)
Good Font? Thanks Scott! I'll give that a try.... read more 06/09/2010 (3:57 pm)
Good Font? Here's what I get: [image]http://www.metalbuildingreplicas.com/syreal/fonts.png[/image] None of ... read more 06/09/2010 (12:41 pm)
Good Font? Steve, your font looks excellent! I assume you are not using t2dTextObject to achieve that. Danie... read more 06/09/2010 (12:12 pm)
Good Font? That is disturbing.... read more 06/09/2010 (11:14 am)
Good Font? Thanks Ren, I've already spent much of the morning researching this issue. If there was a specific f... read more 06/09/2010 (10:30 am)
Good Font? Sadly, Helvetica doesn't show up on my list.... read more 06/09/2010 (8:35 am)
Declaring class in the function They should work anywhere. Personally, I keep all of my non-class functions in their own cs file.... read more 06/09/2010 (7:27 am)
Declaring class in the function (ignoring behaviors) You can leave out the class reference for functions that will be used by multi... read more 06/09/2010 (5:02 am)
1.7.4 : MountForce can't be zeroed Yes. Well, is there something more I have to do? I installed 175. Opened my project in the level edi... read more 06/09/2010 (4:51 am)
1.7.4 : MountForce can't be zeroed Is there a way to fix this without modifying the source? I'm currently using 1.7.5... read more 06/08/2010 (6:36 pm)
Fixed mount? I installed v1.7.5 and I'm still getting the bouncing effect with my mounted objects. Is there a set... read more 06/08/2010 (6:33 pm)
Problem Handling HUD mouse events Wow, this sounds like a nightmare. If a add another scenewindow, all of my mouse events are broken i... read more 06/08/2010 (12:52 pm)
Scenegraph/Scenewindows in Script & other newbie Qs I'm thinking about doing this for my game because I want to mount the camera to the ship. Without an... read more 06/08/2010 (12:48 pm)
Laser effect Thanks for the updated code, this came is very useful!... read more 06/07/2010 (12:35 pm)
Getting feedback Great! Here is a very active site: [url]http://www.bay12forums.com/smf/index.php?board=4.0[/url] ... read more 06/06/2010 (8:47 pm)
Any way to exec a saved file? Oh how I wish the saved game state worked for me. I spent 3 days going line by line restoring variab... read more 06/06/2010 (4:22 am)
All new interface Thanks Patrick! It's been a long time since I played a game with strafing. I'm not satisfied with us... read more 06/04/2010 (9:32 pm)
All new interface I'll give that a try, thanks! I had clamping before and then it was easy to loose track of the sh... read more 06/04/2010 (8:48 pm)
@RollerJesus (or anyone one else who cares to talk about arrays) Yup, I use Firefox as well.... read more 06/04/2010 (5:53 pm)
All new interface Thanks Will! I would be interested in seeing your linked enlarge code. I agree about the warp proble... read more 06/04/2010 (5:46 pm)
@RollerJesus (or anyone one else who cares to talk about arrays) It takes me to the T2D news page.... read more 06/04/2010 (4:24 pm)
My Fish Food Won't Fall I think so. I'm not sure how effective it is. If you have time, could you test it for me? [url=www.... read more 06/04/2010 (8:44 am)
My Fish Food Won't Fall Good catch Patrick!... read more 06/04/2010 (6:34 am)
My Fish Food Won't Fall Assuming you can see the food, but its not falling, try replacing these 2 lines: %this.setLinearV... read more 06/04/2010 (5:28 am)
This makes no sense. Echo not returning. I don't think he was (shudder)... read more 06/02/2010 (12:58 pm)
Attempting to write a strafe function... I'm having the same problem. Has anyone figured this out?... read more 06/01/2010 (11:34 am)
Introducing Fangorodrim New screen shot as of v1.32: [image align = left]http://www.metalbuildingreplicas.com/syreal/screen... read more 05/31/2010 (2:43 pm)
Memory management Fangorodrim takes up abut 140 megs and never goes above that. I started this project from day one wi... read more 05/31/2010 (10:04 am)
Copy a custom ScriptObject Congrats on your elegant solution!... read more 05/28/2010 (6:52 am)
Introducing Fangorodrim Great points! Have you downloaded it recently? The art has been upgraded significantly. I know t... read more 05/26/2010 (1:35 pm)
Introducing Fangorodrim So far I have constructive feedback from 2 people in 13 days. Is that par for the course? Should I p... read more 05/26/2010 (6:47 am)
Sub Layering Daniel, that's a clever solution.... read more 05/25/2010 (8:12 pm)
Copy a custom ScriptObject It looks like you are replacing your new object with a pointer to the existing object (effectively w... read more 05/25/2010 (8:09 pm)
setEffectLifeMode("KILL", 1.0); Same here. The documentation says this: KILL: The effect will delete itself once the Effect Lifetim... read more 05/24/2010 (8:50 am)
Disabling Animations Played on Scene Load This may help you: [url]http://www.torquepowered.com/community/forums/viewthread/79030[/url] ... read more 05/24/2010 (7:27 am)
Zoom help. Anything is possible. There are an infinite number of solutions to this behavior. My approach would ... read more 05/24/2010 (7:02 am)
Re-initializing a GUI? My guess is your current approach is acceptable. If you're worried about it, write a simple function... read more 05/24/2010 (6:57 am)
Sub Layering I have run into this as well. Luckily, it hasn't hurt my game logic to move offending objects into a... read more 05/24/2010 (6:54 am)
Introducing Fangorodrim v1.22 Saving & Loading now enabled. Please let me know if you have any suggestions.... read more 05/21/2010 (11:42 am)
adding a behavior to a new sprite. I would put it in the enemyClass. I don't know how it would work in the behavior.... read more 05/21/2010 (8:43 am)
adding a behavior to a new sprite. You can put %this.addBehavior(genericBehavior.createInstance()); in the onAdd() callback function o... read more 05/21/2010 (5:37 am)
How to save and load that level Thanks William! I think I'll have to do this the hard way because the objects have to be reconstruct... read more 05/19/2010 (7:29 pm)
checkers! I think a comprehensive tutorial on class (and superclass) implementation would be great. Btw, I use... read more 05/18/2010 (7:46 pm)
How to save and load that level Will this approach work: [code] function GlobalLevel::createNewGameState() { new ScriptOb... read more 05/18/2010 (5:00 pm)
Introducing Fangorodrim v1.20: Much of the art is completed plus many of Patrick's suggestions are implemented. The asteroid... read more 05/18/2010 (10:23 am)
Function not calling new sprite question. I suspect %this.scenegraph is not really a scenegraph. Echo it and see if you get an object number. ... read more 05/18/2010 (10:19 am)
Problem with New t2dStaticSprite() I agree with Josiah. The scenegraph is the most likely culprit here.... read more 05/18/2010 (5:48 am)