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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)
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