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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)