Simon Love's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Easy setup to compile for all targets? Or even binaries for all targets? | That's the ideal solution for sure but bear in mind that this is entirely community-driven. Someone ... read more | 10/23/2014 (5:01 pm) |
| Easy setup to compile for all targets? Or even binaries for all targets? | [h3][b]Desktop[/b][/h3] Targeting most platforms requires you to compile the executable or package ... read more | 10/23/2014 (4:13 pm) |
| spine version to export? | Just tested out exporting with the latest Spine version, nothing seems to have changed in the format... read more | 10/23/2014 (3:26 pm) |
| Making an Exe file | Yes, you can find the proper .sln (solution file) in [b]\Torque2D\engine\compilers\VisualStudio 2013... read more | 10/21/2014 (12:04 am) |
| understand bonfire.asset.taml | @Richard : Totally overlooked the resolution mentioned! @DieRich : Yeah, 800 meters per 400 meter... read more | 10/09/2014 (11:25 am) |
| understand bonfire.asset.taml | You can also get the scripts for it from my github. Just drop your own executable above the modules... read more | 10/09/2014 (8:54 am) |
| Camera position in SceneWindow | The ConsoleMethod SceneWindow::getCameraPosition returns the following value [code] mCameraCurrent... read more | 10/09/2014 (7:23 am) |
| understand bonfire.asset.taml | On the ParticlePlayer, there is a method called [b]ParticlePlayer.setSizeScale[/b] which scales the ... read more | 10/09/2014 (6:30 am) |
| Why not GitHub TGEA Engine? | @xGamer : Bear in mind that back in the days of TGEA, there weren't as many alternatives as there ar... read more | 10/07/2014 (11:46 am) |
| Why not GitHub TGEA Engine? | T3D was actually built upon TGEA and fixed many of the bugs that were in TGEA. T3D also includes eve... read more | 10/05/2014 (1:01 pm) |
| Tablet Detection? | AFter looking at several posts on the subject online, there doesn't seem to be a "phone or tabl... read more | 10/02/2014 (3:02 am) |
| One-side collision with edge and chain shapes | @Richard : Yeah, the getter setters get ultra annoying in T2D when you work at the C++ level. Once y... read more | 09/26/2014 (8:20 pm) |
| One-side collision with edge and chain shapes | I've fiddled with this over the weekend and came up with a solution that works pretty well for my ne... read more | 09/26/2014 (6:46 am) |
| Torque2D ShowOff(); | @practicing01 : Nothing hurts T2D, public interest just waxes and wanes, like the moon. I've been... read more | 09/13/2014 (3:45 pm) |
| Question - can users be banned outright? | @Nils: Not necessarily Chinese, as all developing countries have click-farms. While it focuses on... read more | 08/28/2014 (1:36 am) |
| TGB to MITT2D Converter | Awesome! Too close to Ludum Dare 30 to test out just yet but I will definitely play around with this... read more | 08/22/2014 (3:55 pm) |
| how do i weapon? | Best post title ever.... read more | 08/21/2014 (6:36 pm) |
| Spine getting started | @Dan : Yup, they've added that after T2D's Spine implementation was revamped. Spine has advanced ... read more | 08/18/2014 (5:50 pm) |
| Spine getting started | Try removing the line [code] size: 994,117 [/code] from your Atlas file. T2D doesn't parse i... read more | 08/18/2014 (11:31 am) |
| Torque2D ShowOff(); | Funny, I was just reading the very article you've mentioned in the post. Great minds think alike!... read more | 08/14/2014 (11:21 am) |
| integrate water from c++ | After downloading the source of the example, the c++ code for this does [b]NOTHING[/b] but load and ... read more | 08/12/2014 (7:52 pm) |
| Do you need a game distributor ? | Don't want to rain on your parade but a little more info might help. What exactly are you officia... read more | 08/10/2014 (10:27 am) |
| Sensors and Triggers | In the Box2D documentation, it states that collision shapes cannot shrink or grow. If that behavior ... read more | 08/06/2014 (8:05 am) |
| Sensors and Triggers | I wish I could help you more but it works as expected on my PC with the script provided before. T... read more | 08/05/2014 (1:02 pm) |
| Sensors and Triggers | @Mike : Well goshdarn, you are right.... read more | 08/05/2014 (12:46 pm) |
| Sensors and Triggers | @Kyle : The only thing I see might be that the [b]createPolygonBoxCollisionShape[/b] function wi... read more | 08/05/2014 (12:00 pm) |
| Sensors and Triggers | Erm. not sure what result you're trying to get exactly? From what I understand the first test run in... read more | 08/05/2014 (9:30 am) |
| Sensors and Triggers | I've implemented your example on my side and it works fine. [code] %trigger = new Trigger(Window... read more | 08/05/2014 (1:17 am) |
| MultiWindow - Is This Possible? | A SceneWindow being a GuiControl, its shape pretty much needs to cover a rectangular area. There ... read more | 07/26/2014 (8:44 pm) |
| A quick tip for Torsion users | Woa that is an incredibly useful trick! Thanks, Richard!... read more | 07/21/2014 (7:02 am) |
| Game Jelly | Gonna have to sit this one out but I'll definitely keep an eye on the proceedings. Best of luck t... read more | 07/15/2014 (11:34 pm) |
| Game Jelly | [quote] Must be submitted as a toy module [/quote] Does this limit the contest to a one-module af... read more | 07/15/2014 (12:52 pm) |
| Game Jelly | Wicked idea! So it's on right now? We have until the 22nd?... read more | 07/15/2014 (10:59 am) |
| Could use some words | Here are some words : Spam, waste, shame, vermin... read more | 07/07/2014 (1:02 pm) |
| Question: Implementing other SDKs | Just with TorqueScript? As you can see, the Twitch SDK comes with Java, Unity and C# plugins. It wou... read more | 07/05/2014 (11:48 am) |
| Dynamic grid for editor (SOLVED) | Yeah the grid is Scene-based, thus will display in all scenewindows showing the same scene. It shoul... read more | 07/03/2014 (2:11 pm) |
| Dynamic grid for editor (SOLVED) | Of course I had to try it in T2D MIT. [youtube=wmjTBxN15Zo width=320 height=200] It kinda work... read more | 07/03/2014 (12:56 pm) |
| Dynamic grid for editor (SOLVED) | @Mike : Yeah, I went to sleep thinking "My solution also requires a scene...DOH!". Debu... read more | 07/03/2014 (4:09 am) |
| Dynamic grid for editor (SOLVED) | The one drawback I see from the CompositeSprite solution is that it requires a scene in order to be ... read more | 07/02/2014 (3:49 pm) |
| Dynamic grid for editor (SOLVED) | I tested it out quickly, thinking "It shouldn't be harder than simply exposing dglDrawLine to s... read more | 07/02/2014 (2:55 pm) |
| Dynamic grid for editor (SOLVED) | I've verified the TGB source and it's pretty simple, each frame calculate the window size and zoom l... read more | 07/02/2014 (11:00 am) |
| Concept Artist & Illustrator | I will keep that in mind! Thanx!... read more | 07/02/2014 (9:53 am) |
| Concept Artist & Illustrator | Pretty strong stuff there! Definitely worth checking out. Might I suggest either including some of ... read more | 07/02/2014 (6:11 am) |
| Creating an options menu | Thanks for the kind words, man! Hope this post helps others who face the same issue down the line... read more | 06/30/2014 (11:57 am) |
| guiTextCtrl Help | Note that you can simply use the 'text' field of your GuiButton to display text on a button. Also... read more | 06/30/2014 (10:53 am) |
| Creating an options menu | Scratch that, just tested it out (it really intrigued me) When calling isXinputConnected before a... read more | 06/30/2014 (10:37 am) |
| Creating an options menu | I think I messed up in my explanation, the source code mentions that this function uses a zero-based... read more | 06/30/2014 (10:21 am) |
| guiTextCtrl Help | Yeah, profiles will fix your issue in most cases. What you describe however usually means that th... read more | 06/29/2014 (8:42 am) |
| Creating an options menu | [b]NOTE : This only applies to Windows joystick input as other platforms haven't been tested thoroug... read more | 06/28/2014 (11:24 pm) |
| GuiRolloutCtrl question. | Glad to be of service! The Particle Editor is there for people to learn, but I've also not finish... read more | 06/23/2014 (12:59 am) |