Ben R Vesco's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Tile maps | What do you mean by getting a "list of tiles" in script? If you had a 2x2 tile map your list of tile... read more | 11/23/2006 (9:08 pm) |
| Collision Boundry | TGB will send you a key up and a key down event on each key press. So you can just consider a key to... read more | 11/22/2006 (3:20 pm) |
| Passing TorqueScript arrays to ConsoleMethod | I don't think there is a built in way to do it automatically because of the way TS arrays are stored... read more | 11/22/2006 (3:19 pm) |
| Tile maps | There are a whole host of tile layer manipulating functions listed in the TDN reference. Usually you... read more | 11/22/2006 (3:17 pm) |
| Looking for code feedback? | Something I like about having the binds in there from the start (in addition to the already mentione... read more | 11/21/2006 (11:32 pm) |
| Get Gui Name | You could make the button pass in a parameter when it calls the function.... read more | 11/21/2006 (2:20 pm) |
| IsFile after a fileDelete? | Check TDN for file IO commands. You probably will have to "refresh" your directory within TGB before... read more | 11/20/2006 (1:06 pm) |
| Writing to files | Use the for loop to build a string of all the info, then write that string out to the file.... read more | 11/20/2006 (7:59 am) |
| Space bar doesn't shoot (SpaceShooter) | I'm not sure the spacebar is supposed to shoot. Using an Xbox 360 gamepad it's the right stick that ... read more | 11/20/2006 (7:53 am) |
| Using c++ file on TGB ?? | There is an upgrade path from TGB to TGB Pro. The upgrade path is listed on the Pro product page.... read more | 11/19/2006 (3:05 pm) |
| Using c++ file on TGB ?? | That is correct. Of course, you can also check your installation and see if there's a directory full... read more | 11/18/2006 (11:49 am) |
| TGB crashes when left unattended. | TGB does not have any inherent problems with crashing if left open for extended periods of time. Tim... read more | 11/18/2006 (11:47 am) |
| Unable to instantiate an object. | That helps because it shows you the exact syntax you need to add the functions to the script interfa... read more | 11/18/2006 (11:43 am) |
| Unable to instantiate an object. | Yeah, you have to declare those too. Look around in the source at some of the other engine functions... read more | 11/17/2006 (8:03 am) |
| How to do something an array normally would? | J, I think Tom was suggesting making the array a field of another object. It could be a field of a s... read more | 11/17/2006 (7:59 am) |
| Possible to put exact link spot in game builder? | At this time your options are doing it in script or customizing the level editor to give you the fun... read more | 11/17/2006 (7:53 am) |
| How to do something an array normally would? | You can use array syntax to do this. %myArray[%i]; works just fine.... read more | 11/16/2006 (5:44 pm) |
| How to Constrain Aspect Ratio on WideScreen? | Try using the global vars that are something like $Pref::Video::fullScreenRes and $Pref::Video::wind... read more | 11/16/2006 (5:39 pm) |
| How to Constrain Aspect Ratio on WideScreen? | Yes, your graphics get stretched because you are stretching them. In pseudocode: [code] idealRat... read more | 11/16/2006 (1:43 am) |
| Exec a file | It is my guess the file is not being saved/compiled/exec'd all from the same place. If you remove th... read more | 11/16/2006 (1:36 am) |
| Unable to instantiate an object. | Is this a c++ class or ts class? If it is a c++ class then you haven't declared it as a conobject. I... read more | 11/16/2006 (1:33 am) |
| Platformer physics messed up in Built version | Yes, it creates a new sprite object named player. If there are already some objects named player the... read more | 11/15/2006 (5:01 pm) |
| How to Constrain Aspect Ratio on WideScreen? | Glad you got it working. You shouldn't check the desktop resolution at all, ever. You just use the r... read more | 11/15/2006 (5:00 pm) |
| Issue with using onCollision Event and reading the %srcObj.name | Ah, just remembered where I learned about using timers. Check out the simple car physics mini-tutori... read more | 11/13/2006 (11:00 pm) |
| Issue with using onCollision Event and reading the %srcObj.name | I don't remember the timer syntax but yes, you can register an object to receive ::onTimerUpdate cal... read more | 11/13/2006 (6:08 pm) |
| Issue with using onCollision Event and reading the %srcObj.name | Don't be afraid to ask questions if you get stuck! Glad you got it working. Gary posted before I cou... read more | 11/13/2006 (4:36 pm) |
| Issue with using onCollision Event and reading the %srcObj.name | If you're sure your object has the name MuppetTest then that is not the object this collision was ca... read more | 11/13/2006 (8:43 am) |
| Using c++ file on TGB ?? | Did you buy [url=http://www.garagegames.com/products/96/]Torque Game Builder[/url] or [url=http://ww... read more | 11/12/2006 (3:02 pm) |
| How to delete Static Sprites | Call the dump() function on any object and you can see a list of the functions in that object's name... read more | 11/12/2006 (2:59 pm) |
| Bind issues | If you want to bind a function that is part of something other than the global namespace then you'll... read more | 11/12/2006 (2:57 pm) |
| Class declaration | There are namespaces in TS. You can't "new" anything in TS.... read more | 11/12/2006 (1:21 am) |
| 2d sprite questions... | You will have to have your t2dSceneGraph named t2dScene for this code to work exactly, but here's ho... read more | 11/09/2006 (11:35 pm) |
| Instead of onTimer() | Holy crap d00d! [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=53612]this[/url] (... read more | 11/09/2006 (10:22 pm) |
| Instead of OnTimer() | Holy crap d00d! [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=53612]this[/url] (... read more | 11/09/2006 (10:21 pm) |
| Instead of OnTimer | Holy crap d00d! [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=53612]this[/url] (... read more | 11/09/2006 (10:21 pm) |
| Instead of onTimer() | You could set a timer on the scenegraph itself or use onUpdateScene as the scenegraph has a referenc... read more | 11/09/2006 (10:11 pm) |
| Getting complete TGB reference | I agree with you, Matthew, with one caveat. The .dump() function lists the "description" arg which i... read more | 11/09/2006 (1:11 pm) |
| Getting complete TGB reference | TGB doesn't use SI units. The type of TGB's units is simply "Unit" in the abstract sense. The de... read more | 11/09/2006 (8:50 am) |
| Miniplatformer Update problem | 1. Figure out why $pGuy is empty 2. Open your .t2d file and change "new t2dSceneGraph()" to "new ... read more | 11/08/2006 (11:50 pm) |
| Sprites, buttons, guis, and this | That doesn't make any sense, he wouldn't be able to see! How does referencing a global "dummy" sp... read more | 11/08/2006 (11:48 pm) |
| Latest Version | It took me ages to figure out where to get the updates! Glad you got it!... read more | 11/08/2006 (11:45 pm) |
| GuiScene tutorial problems | The scenegraph is typically created in your .t2d level file.... read more | 11/08/2006 (10:13 am) |
| Miniplatformer Update problem | You're getting the error because $pGuy is equal to the empty string. Additionally, you need a %th... read more | 11/08/2006 (10:12 am) |
| Latest Version | Download it through your "My Account" link at the top of the screen. Keep track of updates and relea... read more | 11/08/2006 (10:02 am) |
| GUI problem | Make sure you are exec'ing your saved gui scripts or your game won't have access to them and neither... read more | 11/06/2006 (1:34 pm) |
| Mouse events on stacked items | Maybe this is relevant or maybe not, hopefully it helps ;) When it comes to many mouse events suc... read more | 11/06/2006 (1:28 pm) |
| Can we set Mouse Speed ??? | No. There is a TGB quick tutorial on TDN about moving objects with the mouse. The API calls I'm talk... read more | 11/04/2006 (7:47 am) |
| Mouse Based Game Resources | Didn't Tom give you advice on how to do this in another crossposted thread about this? Ah yes, [url=... read more | 11/02/2006 (7:46 am) |