WesTT's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| more T3D Qs | Good questions and I would certainly like to know the answer to some of these myself.... read more | 08/11/2009 (12:53 am) |
| "Tower of Goo" type of physics in TGB | Look into Verlet contraints/integration systems. These are pretty simple to implement and might get... read more | 07/05/2009 (6:21 pm) |
| We need a TGB 2.0 | Hmm. While T2Ds collision system can be hard to handle - largely due to it's wealth of options and ... read more | 04/15/2009 (8:26 pm) |
| Faked lighting / blend modes | Who said anything about an ambient light source? At any rate, the fish demo you mentioned looks int... read more | 03/18/2009 (7:43 pm) |
| Faked lighting / blend modes | Hi guys. Yeah, I actually tried the image overlay method and while it worked to a degree it did not... read more | 03/18/2009 (6:32 pm) |
| TGB Browser Plugin like Flash | Yes, as always the problem is not the technical side, it is with the end user. They just won't inst... read more | 01/21/2009 (8:21 pm) |
| alxPlay() BUG | I also had this problem (and many others with the TGB audio subsystem) while developing Zompocalypse... read more | 01/16/2009 (1:47 am) |
| Tgb To Tgea? | Thanks for your replies guys. Ok, I've been looking into this a bit more now (my laptop is curren... read more | 12/09/2008 (9:21 am) |
| Tgb To Tgea? | @Brian: Thanks, that's what I was getting at. I was wondering if there were any auxiliary tools to ... read more | 12/02/2008 (5:55 am) |
| Sprite clipping | Hmm, if I follow your correctly you want to use an alpha mask for images, correct? Doesn't TGB supp... read more | 10/16/2008 (12:24 am) |
| Input Configuration GUI | @Haider: Yeah, I had found that however we use standard scene objects for our very basic interfac... read more | 10/10/2008 (3:41 am) |
| Lag-Stutter) Adding objects to a scengraph | Hi Jeremy. I had an object pooling system for many of our game elements, actually, its an entity ma... read more | 10/07/2008 (11:31 pm) |
| TGB Audio - Big Problems | Hi guys, thanks for your replies. I've actually been up all night and integrated BASS into TGB. It... read more | 10/02/2008 (6:30 pm) |
| TGB Audio - Big Problems | Only 3 of our 14 testers were even able to get sound working. Many of them had on-board chipsets. ... read more | 10/01/2008 (10:53 pm) |
| Zompocalypse | @Nic: I've known the artist (Paul Greasley) for years now as we both worked at Fuzzyeyes Studio year... read more | 09/30/2008 (11:12 am) |
| Zompocalypse | Hi Guys, @Michael - You make a valid point about the gameplay, and we are working our way towards... read more | 09/29/2008 (8:01 pm) |
| Lylian | Really liking the art, especially the fields. Scenes like that make me feel all good inside. :P... read more | 09/27/2008 (10:25 pm) |
| Forum search kinda blows | I would have to concur. Its terrible.... read more | 09/26/2008 (2:46 pm) |
| Packaging game contents | Hi Shaz. I actually thought this morning as I was getting out of the shower that I should put a bit... read more | 09/26/2008 (12:03 am) |
| Object Pooling / FPS Impact | Hi Michael, There's a function on all t2dSceneObjects "setEnabled". You pass a bool to this func... read more | 09/25/2008 (9:06 pm) |
| Packaging game contents | Nevermind. I figured out that it was me zipping the files up with relative paths and the resmanager... read more | 09/25/2008 (5:46 am) |
| Packaging game contents | I also noticed that there is a ZipObject in the code base that is exposed via Console functions, but... read more | 09/25/2008 (1:31 am) |
| Integrating other libs with TGB 1.7.4 | Hmm. Are you talking about the projects that are stored within a "solution" file? Because that's h... read more | 09/25/2008 (1:20 am) |
| Object Pooling / FPS Impact | What if they are set to disabled? I currently have a similar system, and I simply disable all the e... read more | 09/24/2008 (9:46 pm) |
| Faked lighting / blend modes | Hi James. It's certainly something I want to implement properly, but at this point I don't have the... read more | 09/21/2008 (7:04 am) |
| Rigid body Physics status | Kevin, I can suggest it because recent survey results (that Melv mentioned) that was performed to... read more | 09/21/2008 (5:26 am) |
| Faked lighting / blend modes | I gave this idea a rest for a while, but recently saw "Larva Mortus" on the TGB product page. The t... read more | 09/20/2008 (10:10 pm) |
| Rigid body Physics status | While Michaels demo is very nice indeed, I have to say there are many more ways in which TGB can, an... read more | 09/20/2008 (8:55 am) |
| Many overlapping objects | Thanks Melv, we're looking forward to finishing it soon. :D... read more | 09/18/2008 (12:54 am) |
| Many overlapping objects | Hi Guys! Sorry for the lateness of my reply, a massively busy weekend with RL stuff prevented me fr... read more | 09/15/2008 (8:35 am) |
| Faked lighting / blend modes | Hi Conor. That works, but if the higher (layer below the light cone) layer is close to be black, th... read more | 09/11/2008 (6:41 am) |
| Many overlapping objects | Another update, this time with pictures! This is a shot of our game with some pretty hardcore overl... read more | 09/11/2008 (5:30 am) |
| Many overlapping objects | I think I am going to need some help from Melv on this one (Melv, are you around?). I appears that ... read more | 09/11/2008 (4:58 am) |
| Many overlapping objects | Hi Phillip. Yes, I am using both layers and graph grouping of objects. All the enemy entities are ... read more | 09/10/2008 (4:45 am) |
| Paid TGB scripts, art | Hi Daniel, I am an experienced developer in Torque Script and TGB behaviors. Please contact me ... read more | 09/04/2008 (12:59 am) |
| REQ] Simple behaviour ... an "if dead load level | Not so much wrong as "not compatible". I have my own "loadLevel" function which is in the global na... read more | 08/19/2008 (5:29 pm) |
| IPhone Licensing Model Discussion | Actually, one more suggestion: How about just giving access to the SDK for a cursory sum from the... read more | 08/18/2008 (11:35 pm) |
| IPhone Licensing Model Discussion | Ok, I've pretty much read this entire thread, so now it's time for my 2 cents. [quote] $15k unli... read more | 08/18/2008 (11:32 pm) |
| Namespaces and methods | Hi James. I thought of doing that, and that would probably work, but I am more interested in learni... read more | 08/17/2008 (8:09 am) |
| Namespaces and methods | I should also say: placing a breakpoint after setting enabled in the supplied functions shows the pa... read more | 08/17/2008 (6:23 am) |
| Behavior Inheritance and derivative | I know this is old but I just found it. I think the way to go with creation of game objects is comp... read more | 08/17/2008 (6:02 am) |
| Any ideas how to reduce memory usage? | The recent build of TGB (1.7.4) was meant to have a "resizeContainerBins" function included in it. ... read more | 08/17/2008 (2:41 am) |
| Bitmap Buttons, Image Maps and Behaviors | Ahh, indeed. If I had actually looked at the hierarchy for GUI controls I would have seen that. Th... read more | 08/13/2008 (8:28 pm) |
| PreferencesManager? | I'm moving into this area for our game also, and found the "documentation" for this. Would be nice ... read more | 08/13/2008 (6:55 am) |
| Interesting output on t2dParticleEffect clone | Hi Adam. I think I should re-iterate that the code using cloneWithBehaviors appears works just fine... read more | 08/01/2008 (7:17 am) |
| Custom Fonts in TGB | Someone else might be able to give you more information than I, but you can output bitmap fonts base... read more | 08/01/2008 (12:36 am) |
| REQ] Simple behaviour ... an "if dead load level | Hi. I can't remember exactly how the original "Takes Damage" behavior worked, but assuming you'd st... read more | 07/30/2008 (11:24 am) |
| Cloning/Copying Emmitter | Wouldn't mind seeing this also.... read more | 07/26/2008 (7:01 am) |
| TGB 1.7.x: Particle Mount+Flip+Rotation Issue | If you go into the level editor and click on a particle object, you'll notice that they do not allow... read more | 07/26/2008 (6:59 am) |
| Increase size of particles | Hi, if I understand you correctly, you want to alter the particle size in script, via the effect obj... read more | 07/26/2008 (6:54 am) |