Thomas Buscaglia's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Character Art | Nice work, Zilla. Have you thought about posting a .plan? I'm sure there are plenty of community mem... read more | 09/20/2007 (5:41 pm) |
| Angles: Degrees versus Radians | There are actually native methods in XNA to convert degrees to radians and vice versa: [code] Ma... read more | 09/20/2007 (5:35 pm) |
| 2 Questions - Please Help | Derive from CollectibleComponent. It does all that for you (checks for actors, etc.) and you get a _... read more | 09/20/2007 (5:29 pm) |
| Creating a new enemy | I see what you're saying. Originally the controllers were meant to just send commands one way with t... read more | 09/20/2007 (5:17 pm) |
| Anyway to export/import materials properly from TGB to TXB? | We're expecting to go into closed and open beta simultaneously within the next 3-5 weeks, though it ... read more | 09/20/2007 (4:38 pm) |
| Anyway to create animated tiles in TXB like you can in TGB? - NT | Unfortunately, not at the moment.... read more | 09/19/2007 (7:13 pm) |
| Anyway to export/import materials properly from TGB to TXB? | That functionality was added to the engine a while ago and you'll be happy to know that it will be i... read more | 09/19/2007 (7:06 pm) |
| Level transition trigger | Yep, sounds good to me. In fact, that's how the triggers in the Platformer Kit work. :)... read more | 09/19/2007 (7:01 pm) |
| Different Animations | There are a ton of ways to solve this problem. The Platformer Starter Kit uses a specialized finite ... read more | 09/19/2007 (6:58 pm) |
| Creating a new enemy | This might be a silly question, but why does the controller need to know the position of anything?... read more | 09/19/2007 (6:24 pm) |
| Install version? | The computer must have XNA to run the game. The idea is that there would be a small download called ... read more | 09/19/2007 (6:22 pm) |
| Source to Torque x? | I'd suggest buying the source only if you run into issues with your specific game that cant be overc... read more | 09/19/2007 (6:13 pm) |
| TXB - Layering Problems | I think there's a plug-in called SuperPNG for PS that fixes a lot of the PS PNG issues. ...wait f... read more | 09/19/2007 (6:07 pm) |
| 2 Questions - Please Help | 1. There's an Alive public property on ActorComponent. 2. Like so: [code] // this would be on a... read more | 09/19/2007 (6:04 pm) |
| Using ObjectId | No problem. I'm glad you got it working. :) Also, in case anyone is wondering, you can't actuall... read more | 09/19/2007 (5:50 pm) |
| Torque X 3D Update - September 7 | @CDK: Torque X uses .DTS/.DSQ as well as any format supported by XNA (.X, .FBX, etc.).... read more | 09/19/2007 (5:47 pm) |
| Wanting sprite always pointing at the center | For future reference, these two methods can be helpful: [code] degrees = MathHelper.ToDegrees(ra... read more | 09/17/2007 (4:20 pm) |
| Character Art | I forwarded a link to this thread to the artist who did all the character art for the kit, but he's ... read more | 09/17/2007 (4:16 pm) |
| Torque x 2d and 3d | It will most likely be one product with multiple editors.... read more | 09/17/2007 (4:09 pm) |
| Replace a death animation with a particle effect | Did you step through it to make sure it's all happening in the right order?... read more | 09/17/2007 (4:07 pm) |
| Using ObjectId | Name can be used this way. Name must be unique, though. That said, ObjectId shouldn't change onc... read more | 09/17/2007 (4:03 pm) |
| Replace a death animation with a particle effect | Are you sure you put the base._respawn() line in? If not I'm pretty sure it won't respawn. For the p... read more | 09/14/2007 (3:20 pm) |
| TorqueX Pro Commercial License | Don't know about that, but the EULAs are getting rewritten so maybe. I'll bring it up.... read more | 09/14/2007 (2:09 pm) |
| T2DAnimatedSprite Missing a line in its CopyTo() | That was actually still in there. Fixed now. Thanks for the heads-up, Josh.... read more | 09/14/2007 (2:08 pm) |
| Questions about canvas focus and control in Torque Combat. | [url=http://www.joystiq.com/2007/04/09/im-coming-to-xbox-360-keyboard-accessory-this-summer/]XBox 36... read more | 09/13/2007 (7:52 pm) |
| Shader Effects | You basically want to derive from BaseDXEffect, set the "Filename" property to whatever the path to ... read more | 09/13/2007 (3:12 pm) |
| TorqueX Pro Commercial License | The EULA for the next release will be updated and that bit will be removed.... read more | 09/13/2007 (3:02 pm) |
| Threading / concurrency in Torque X | Actually, several components were designed specifically with the possibility of threading in mind. T... read more | 09/13/2007 (2:56 pm) |
| TorqueX Pro Commercial License | [quote]legal guys[/quote] ...lawl. Still trying to track this one down. I'll have an answer ASAP... read more | 09/13/2007 (2:52 pm) |
| SpriteSheet Question | You could create the materials by adding them to your project in TXB and then just create the T2DAni... read more | 09/12/2007 (4:35 pm) |
| Torque X splash screen | [url=http://www.garagegames.com/company/logokits]CLICKY[/url] For future reference, they're hidde... read more | 09/12/2007 (4:32 pm) |
| Replace a death animation with a particle effect | An actor is a MoveComponent. You can't have more than one on an object, as the assert implies. The s... read more | 09/12/2007 (4:27 pm) |
| Input issue, read more than two keyboard keys simulatneously... | This has nothing to do with Torque X. It's a limitation of the circuitry in the keyboard you're usin... read more | 09/12/2007 (4:22 pm) |
| Probems inheriting DirectionalTrigger | Yes. You can set the "RemoveOnFinished" property to true. ;P... read more | 09/11/2007 (7:50 pm) |
| 2 Questions - Please Help | I don't know. That sounds weird. How are you binding the player's input?... read more | 09/11/2007 (7:46 pm) |
| Analogue Movement | [quote]It's still clamped to maxMoveSpeed, but I wanted to clamp it to a percent of that based on th... read more | 09/11/2007 (1:54 pm) |
| Torque X 3D Update - September 7 | We're planning on releasing *at least* the split-screen GameFest/PAX/GDCA FPS CTF demo (or some vers... read more | 09/10/2007 (5:34 am) |
| 2 Questions - Please Help | Well done, Dro. If you wanted the firing functionality to be a little more expandable, you could ... read more | 09/10/2007 (5:31 am) |
| Probems inheriting DirectionalTrigger | Glad to hear it! Out of curiosity, was there anything not mentioned that you had to do to get it ... read more | 09/10/2007 (5:18 am) |
| Analogue Movement | The actor's movement should (emphasis on "should") already be clamped to _maxMoveSpeed during the up... read more | 09/10/2007 (5:10 am) |
| Some Problems | 1. Oof.. that sounds like a bug. I think Thomas is right. We'll look into that. 2. Could you poss... read more | 09/10/2007 (4:49 am) |
| Additional Content | There's nothing in the engine or the EULA, as far as I know, that would keep you from implementing a... read more | 09/10/2007 (4:27 am) |
| Shader Effects | BTW... For those of you with source, you can accomplish simple postprocessing effects by exposing... read more | 09/07/2007 (11:00 pm) |
| Shader Effects | Ok, unfortunately in 1.0 you need Pro to use postprocessing effects. This is not true of 1.5 (in fac... read more | 09/07/2007 (10:57 pm) |
| Game Thats Good Go | People will be much more likely to view your images or click on your links if you actually put them ... read more | 09/07/2007 (6:58 pm) |
| Analogue Movement | The character movement is very much analog, though the input is processed as digital. You could easi... read more | 09/07/2007 (5:18 pm) |
| This is the best engine by far | Thank you for the kind words, Glenn. Be sure to keep us all posted on your future projects! :)... read more | 09/07/2007 (5:06 pm) |
| Probems inheriting DirectionalTrigger | Did you make sure to set the object type on the owner to something that your actor will collide with... read more | 09/07/2007 (4:56 pm) |
| Shader Effects | Noted. I'll try to remember to write something up for you guys and post it here tonight.... read more | 09/07/2007 (4:48 pm) |
| Changing the time scale of individual objects | That might be possible. You don't actually need source, but that is the most "correct" way to do it.... read more | 09/07/2007 (4:31 pm) |