Game Development Community

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)