Vern Jensen's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| 1.7.2 Filter pad default setting | Well, first, I asked about this in another forum, and they told me that images must be a power of tw... read more | 10/14/2008 (1:21 pm) |
| Filter Pad for "FULL" images? | Ahhh, thanks! That makes total sense now.... read more | 10/07/2008 (12:20 am) |
| 1.7.2 Filter pad default setting | Huh, consider me wrong. I just tried removing the filter pad from many "FULL" images, and thin white... read more | 10/01/2008 (11:57 am) |
| Is TGB platformer kit worth it? | Oh, and also, there are no "game templates" included with Torque. Only demos intended to teach you h... read more | 09/24/2008 (11:52 am) |
| Is TGB platformer kit worth it? | IMO, a game needs much more than great graphics to sell. Good gameplay (which requires good programm... read more | 09/24/2008 (11:50 am) |
| Sound Engine in TGB | Here my method for playing a sound, that stops two identical sounds from playing *only* if they are ... read more | 09/10/2008 (3:59 pm) |
| Long time no blog... | Success! Mounting a static sprite on top of an invisible animated sprite works! Perhaps instead o... read more | 09/10/2008 (3:55 pm) |
| Long time no blog... | I'm not sure I quite follow what you mean by "a copy" of Enemy. You mean duplicating all methods? Th... read more | 09/10/2008 (3:28 pm) |
| Long time no blog... | Those are really great suggestions, Andrew. If I may add one more myself: eliminate the distincti... read more | 09/10/2008 (2:05 pm) |
| TGB 1.7.4 for Mac requires OS X 10.4? | Thanks Kenneth, good to know. What is the most recent version of TGB that requires 10.3.9 instead... read more | 09/03/2008 (2:05 pm) |
| TGB 1.7.4 for Mac requires OS X 10.4? | Any official word from a GG employee about this? Is 10.4.x going to be the new requirement for TGB 1... read more | 09/03/2008 (11:16 am) |
| Custom cursor still displays hardware cursor | Great to hear Kenneth. Just knowing that a bug has been logged by someone helps a lot!... read more | 08/28/2008 (11:31 am) |
| 1.7.2 getMousePosition() failure | Thanks Phil. If you ever need me to send code snippets or anything like that, I'm happy to help.... read more | 08/27/2008 (6:42 pm) |
| Custom cursor still displays hardware cursor | This brings up an interesting topic of bug fixes, in that it seems one has to scream and shout like ... read more | 08/27/2008 (3:29 pm) |
| 1.7.2 getMousePosition() failure | Oh, and this is on a Mac. And I've been unable to use sceneWindow2D.setMousePosition() to avoid the ... read more | 08/27/2008 (3:23 pm) |
| 1.7.3 Black window on Mac | That doesn't work for me, Eyal, because there is another separate bug where my splash screen is not ... read more | 08/27/2008 (3:00 pm) |
| Console questions | Awesome, thanks so much!... read more | 08/26/2008 (11:57 pm) |
| Pausing music? | Yes, I do have the engine source. Thanks for the link! I'll probably just end up using this: http... read more | 08/25/2008 (11:01 am) |
| Using a custom font? | FontBoy works for me in TGB 1.7.2 for Mac. Question though: it seems like I can just drop the fon... read more | 08/21/2008 (1:57 pm) |
| Consistent angle system? | Another thing to keep in mind is that setRotation()/getRotation() use values that are the opposite o... read more | 08/20/2008 (1:11 pm) |
| Sprites named in GUI editor? | Thanks, I figured there must be a getID() function or something like that. As for why, there are ... read more | 08/20/2008 (1:03 pm) |
| Mounting the *end* of an object | Nevermind, answered my own question: [code] // Mounts spriteA onto spriteB, using the current r... read more | 08/05/2008 (11:18 am) |
| Mounting the *end* of an object | I guess another way to rephrase my question would be this: I have two objects, already in the two re... read more | 08/05/2008 (11:06 am) |
| ImageMap Memory Management | Warthog, Something to understand here is the difference between loading an image into RAM, and lo... read more | 07/07/2008 (12:42 pm) |
| Where does available images get stored? | I've found that I have to edit managed/datablocks.cs quite a bit, as Torque (at least the Mac versio... read more | 07/02/2008 (4:50 pm) |
| ImageMap Memory Management | How many of your blocks are repeated, and how many are unique? If you have 147x2 imageMaps sized 256... read more | 07/02/2008 (4:48 pm) |
| Stopping all schedule()'d events? | Exactly what I was looking for Christian, thanks!!... read more | 07/02/2008 (4:41 pm) |
| Long time no blog... | Oh yeah, the link I posted above also mentions something about compressed textures on the GPU... I d... read more | 07/02/2008 (4:38 pm) |
| Long time no blog... | A few more suggestions: 1) I don't know if this is even possible, but if it is: a deformable came... read more | 07/02/2008 (4:31 pm) |
| Long time no blog... | Matthew, Much better suggestion than mine! With mine you can't do true warping the way you descri... read more | 06/24/2008 (1:00 pm) |
| Long time no blog... | Melv, I posted my suggestion in the Suggestions forum... thought you wanted them there instead of he... read more | 06/24/2008 (11:33 am) |
| Long time no blog... | Yep, after Phillip mentioned groups, I reworked everything yesterday, and now my collision system is... read more | 06/20/2008 (9:39 am) |
| Long time no blog... | Awesome, thanks!... read more | 06/19/2008 (2:37 pm) |
| Long time no blog... | Melv, Just read your blog post. Quite the story! I had no idea T2D -> TGB was written by someone ... read more | 06/19/2008 (10:20 am) |
| ALT-TAB Issues with Vista | I can't access that link, because I don't own whatever engine is required to see that part of the fo... read more | 06/05/2008 (5:00 pm) |
| Getting the processor speed? | Sweet, thanks.... read more | 06/04/2008 (12:34 pm) |
| 1.7.2 - Crashes with t2dSceneGraph::removeFromScene | BTW, thanks for posting the link to the docs, Melv. I've just added a brief note to that function. I... read more | 06/04/2008 (12:29 pm) |
| 1.7.2 - Crashes with t2dSceneGraph::removeFromScene | No no, this from script, and yes, I do use safeDelete() when deleting any object, but recently I dis... read more | 06/04/2008 (12:24 pm) |
| Making the engine faster for lots of small sprites? | Yep, Simobject::linkNamespaces() seems to do the trick! Added this to Simbase.cc to expose the funct... read more | 06/02/2008 (2:21 pm) |
| Making the engine faster for lots of small sprites? | No, the former two methods you listed do not work. i.e. [code] %sprite = new t2dAnimatedSprite(... read more | 06/02/2008 (2:01 pm) |
| Making the engine faster for lots of small sprites? | Question for Melv if he's still reading this thread (or anyone else who might know the answer)... is... read more | 06/02/2008 (12:48 pm) |
| Making the engine faster for lots of small sprites? | Daniel, if I were making my own game from scratch, then sure, I don't think I'd have any problem ... read more | 06/02/2008 (11:00 am) |
| Making the engine faster for lots of small sprites? | Hey Melv, just a quick thought: it took me a couple days of messing with my game and studying it to ... read more | 06/01/2008 (5:02 pm) |
| Making the engine faster for lots of small sprites? | I tried extending a class once, but couldn't get it to work. I was trying to extend t2dAnimatedSprit... read more | 05/31/2008 (11:31 pm) |
| Making the engine faster for lots of small sprites? | Yeah, that's pretty impressive to get 56fps with 1000 sprites on a 800mhz system. I think maybe I've... read more | 05/31/2008 (11:29 am) |
| Making the engine faster for lots of small sprites? | I gotta take off for the day, but I will check this thread probably Saturday, and am happy to post a... read more | 05/30/2008 (1:40 pm) |
| Making the engine faster for lots of small sprites? | T2dSceneObject this time, but forgot and left setLinearVelocity() call enabled. Not sure if that mak... read more | 05/30/2008 (1:38 pm) |
| Making the engine faster for lots of small sprites? | 800 stars still, for easy comparison with previous profiler posts. This one is with t2dStaticSpri... read more | 05/30/2008 (1:36 pm) |
| Making the engine faster for lots of small sprites? | Nope, no mounting going on here. I will do tests with no moving of the sprites, and also with t2... read more | 05/30/2008 (1:14 pm) |
| Making the engine faster for lots of small sprites? | Oh, and to respond to your latest post [EDIT: make that 3 posts prior, haha], yes, absolutely, using... read more | 05/30/2008 (1:11 pm) |