Game Development Community

Torque2D ShowOff();

by practicing01 · in Torque 2D Beginner · 04/11/2013 (2:13 am) · 50 replies

ITT: We make T2D look good. T3D has a show-off thread, I think it's time we did too!

Latest Vid:
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#41
08/14/2014 (7:11 am)
@Meredith - That's what I suspected - thanks for verifying it. I just never got around to fiddling with it.

@Mike - it would be awesome to add as a feature - especially since we both made the same assumption anyway. When someone pointed out that this is in fact not the way it works I had to check for myself....
#42
08/14/2014 (8:04 am)
@Mike - I second that... it does say in the physics guide:

Quote: The edge shape provides a single edge comprised of two local-space points. This can be handy in many circumstances.

The chain is similar to the edge shape except that it allows multiple continuous edges to be specified. This allows, for instance, the surface (floor) of a tile-layer to be specified or just arbitrary chains of edges for any reason. Both edges and chains provide the opportunity for one-side collisions which can be handy in platformer games.

Regrettably, both are implemented as double-sided collisions. Even if they had an option to toggle oneWay vs twoWay collisions it would greatly increase their usefulness.

@Richard - I'll see about putting my files on my Github eventually... I don't really use it for much right now. ;) It's messy and I'm sure that someone who knows what they are doing could probably implement it better. But it only affects 2D/Scene/Scene.cc and 2D/SceneObject/SceneObject.cc/*.h

The SceneObject files just add fields for oneWayCollision and Direction (I was working on setting up different directions for one-way collisions, but mine all default to a oneWayCollision on the south/bottom side of the fixture). By default, oneWayCollision is set to false.

Scene.cc is the workhorse... in Scene::beginContact we compare FixtureA and FixtureB (presumably one is the platform and one is the character) and compare whether or not this is a oneWayCollision and the direction of the contact. If the player can pass through it, we use pContact->setEnabled(false); to ignore the collision.

Then, in Scene::endContact, we just add pContact->setEnabled(true).

Edit: I forgot one change: Box2D/Dynamics/Contacts/b2Contact.cpp. Line 166, we have to comment out the auto-re-enable flag. This makes the setEnabled call above required.

// Re-enable this contact.
	//m_flags |= e_enabledFlag;
#43
08/14/2014 (11:21 am)
Funny, I was just reading the very article you've mentioned in the post.

Great minds think alike! :)
#44
08/14/2014 (1:46 pm)
Ok, a quick whack at it here - thanks Meredith!
#45
08/29/2014 (10:27 pm)
Khmer Traditional Board Game Demo.

#46
08/30/2014 (12:39 am)
Very cool!
#47
09/07/2014 (7:50 am)
The level was made in TGB and converted to T2D with my TGB2MIT2D Converter.

#48
09/13/2014 (12:18 am)
Latest quicky:


I wonder if all my crummy games are hurting T2D instead of helping. I don't see the community growing /-.-'/
#49
09/13/2014 (3:45 pm)
@practicing01 : Nothing hurts T2D, public interest just waxes and wanes, like the moon.

I've been feeling the same way back when I was writing blogs every week with new videos and screenshots. People will be like "Oh nice..." and that's it. Nothing wrong with that but don't expect folks to lose their minds over demonstrative videos. Just keep pumping out stuff, it's going to work for you in the long run.

See the Google+ Community? It could almost be considered my personal blog posting outlet :)

The next logical step for T2D attention is the release of an actual game and to speak to the "press" about how T2D was used in it.

Imho, T2D can be used to make games now, no excuses but the process is definitely one of the most hardcore paths one can choose.
#50
09/18/2014 (8:50 am)
Ideas for interesting games would be greatly appreciated: www.garagegames.com/community/forums/viewthread/139262

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