William Hilke's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| how to optimize SkeletonObject? | Are you trying to animate 50 spine objects on screen at the same time, or just have 50 in your scene... read more | 01/22/2015 (5:43 am) |
| Collision call back without bouncing | If that is the case, just look at scene groups and collisions groups. put the three types on thei... read more | 01/17/2015 (5:56 pm) |
| Collision call back without bouncing | Make that *other* object a sensor. Your object can still bounce off wall fixtures, and just trigger ... read more | 01/17/2015 (7:22 am) |
| How do you stop a scheduled event? | schedule() returns an eventId. call cancel(eventId). Also.. isEventPending(eventId) will tell ... read more | 01/17/2015 (7:19 am) |
| Building plug-in system, looking for opinions | changing the engine to be a library is not going to change your class/function export issues. That's... read more | 06/02/2013 (11:27 pm) |
| Building plug-in system, looking for opinions | Don't know where you think you'll have a cyclic dependency issue. Your plugins link to the engine... read more | 06/02/2013 (10:28 pm) |
| Building plug-in system, looking for opinions | Export functions have nothing to do with your output being a library. Functions will need to be mark... read more | 06/02/2013 (4:39 pm) |
| first cut: TMX map support | If you want to go a step further you can submit a pull request to my branch and I can merge in your ... read more | 05/10/2013 (9:28 am) |
| first cut: TMX map support | Yeah, sorry. Real life creeps up sometimes :). It's high on my list, and I'll be hopefully getting i... read more | 05/04/2013 (12:31 pm) |
| GuiBitmapCtrl output brighter than GuiSpriteCtrl | @Jeffrey it's intentional as you can use the fill color of your GUI profile as a blend color against... read more | 04/16/2013 (11:15 am) |
| first cut: TMX map support | @Mich - Sure mich, I'm going to be adding some more functionality, but the basic code base isn't cha... read more | 04/16/2013 (11:12 am) |
| first cut: TMX map support | @Dylan, look at my blog post. You create a non-rendering tile layer as a data layer. On that layer y... read more | 04/16/2013 (10:56 am) |
| first cut: TMX map support | @Dylan - That is a good idea. What I will do is if a tile has a Tag defined, and linked to a SceneOb... read more | 04/15/2013 (8:39 am) |
| first cut: TMX map support | @Mich - Do you think I should rewrite the TMX reader to be embeded into T2D, or keep it as a 3rd pa... read more | 04/15/2013 (8:35 am) |
| How does Torque2D handle rendering (entire game vs. only what's visible) | Please don't try and build a tile layer using a sprite per tile. You will cry very soon. Look at ... read more | 03/29/2013 (8:05 am) |
| Building plug-in system, looking for opinions | @Demo: I said yet. Let the steering committee come out with their editor road map first (which shoul... read more | 03/28/2013 (11:23 am) |
| Building plug-in system, looking for opinions | @Richard & Demolish : I'm pretty sure that T2D is going to get turned into a dynamic module inst... read more | 03/28/2013 (11:01 am) |
| Joints and rocket propulsion | So, of course right after posting this I figured out how to make it work. CompositeSprite's local po... read more | 03/27/2013 (1:22 pm) |
| Building plug-in system, looking for opinions | @Richard: There are a few issues that I see for getting plugins running in T2D 1.) C++ has no s... read more | 03/27/2013 (1:02 pm) |
| Joints and rocket propulsion | Hey Melv, not to hijack the thread but since you are CompSprites. It would be awesome if a CompSprit... read more | 03/27/2013 (11:32 am) |
| Setting Anchor Point (Local Center) of Sprite for Rotation | I'm pretty sure right now you can't do this with a basic scene object as is. A scene object will be ... read more | 03/27/2013 (11:03 am) |
| My TD game~ HOHO~ thank torque! | Kevin, instead of updating your progress bar positions each frame, just use a joint between the prog... read more | 03/19/2013 (8:43 am) |
| Getting started with TexturePacker | In a real engine with physics, and mounting, and everything a general game engine needs to implement... read more | 03/16/2013 (8:49 am) |
| Getting started with TexturePacker | So your trimmed cells have all different sizes, and they all came from a base cell size of 528x528. ... read more | 03/14/2013 (8:28 am) |
| Tutorial: How to setup Camera Size and Set Sprite Sizes | Remember that your game will look right for anyone who has a 4:3 monitor if you hard code a 16:10 ra... read more | 03/14/2013 (7:58 am) |
| Getting started with TexturePacker | duplicate.... read more | 03/13/2013 (1:28 am) |
| Getting started with TexturePacker | You still need to know what the original h/w was to understand how to blit it to the destination. ... read more | 03/12/2013 (7:10 pm) |
| Getting started with TexturePacker | Richard was able to visualize what I was getting at. If you have the offset, that tells you how ... read more | 03/11/2013 (6:08 pm) |
| first cut: TMX map support | I've updated my feature repo with some warning cleanups and a script interface to be able to access ... read more | 03/10/2013 (8:16 pm) |
| Seeking a better understanding of Torque 2D MIT, compared to other engines/frameworks. | This has to be the strangest post I've seen here in awhile. T2D isn't here to try and get you to ... read more | 03/07/2013 (6:35 am) |
| Is Torque 2D MIT ready for a real game. | I've already switched my current project over to T2D MIT. Granted, most of the project was server si... read more | 03/03/2013 (12:29 pm) |
| first cut: TMX map support | For anyone interested, I put up a blog post that walks through the creation of the above map for sup... read more | 02/28/2013 (3:24 pm) |
| Audio Capture Asset | An asset is just that. An asset. It is the pipeline for feeding asset data into the engine. You'... read more | 02/28/2013 (1:57 pm) |
| first cut: TMX map support | Here's a video of how I'm planning to use TMX support: [youtube=-lGIcYNBY4Y width=640 height=480] ... read more | 02/28/2013 (1:49 pm) |
| Getting started with TexturePacker | Hmm. Don't you still need to know the source cell size? If the source image is already weighted t... read more | 02/27/2013 (12:39 pm) |
| Getting started with TexturePacker | Wouldn't you need to know the original cell x/y/h/w? If trim is shrinking the source cell to as sma... read more | 02/27/2013 (9:01 am) |
| first cut: TMX map support | Few updates: [ol] [li]Repo has been updated to use the new TAML serialization. [li]Layer override... read more | 02/26/2013 (7:36 pm) |
| Getting started with TexturePacker | I don't understand why you are not fixing up your images correctly in the first place? Why are you o... read more | 02/25/2013 (3:44 pm) |
| Getting started with TexturePacker | CompositeSprite has built in support for laying out iso tiles. You can also look at my TMX map repo ... read more | 02/25/2013 (7:47 am) |
| first cut: TMX map support | Sounds good Melv. I'll pull it in once it looks complete and switch over to it. I'm about to add a l... read more | 02/25/2013 (7:36 am) |
| first cut: TMX map support | repo has been updated with my new approach to the TmxMapAsset [code] <TmxMapAsset AssetN... read more | 02/24/2013 (8:07 pm) |
| Getting started with TexturePacker | I believe Richard is suggesting that the bug (if it really is a bug) is within T2D, and the Sprite c... read more | 02/24/2013 (8:02 pm) |
| first cut: TMX map support | I've added support for orth maps, but only tile layers. Will add in object layers later. I've als... read more | 02/23/2013 (11:31 am) |
| first cut: TMX map support | There will be a full toy added shortly :). I just wanted to put it out so anyone could get a first p... read more | 02/23/2013 (8:12 am) |
| first cut: TMX map support | Not yet. Wanted to get rectangle layout support added before I put in a toy that shows everything of... read more | 02/23/2013 (7:48 am) |
| first cut: TMX map support | Michael, couple of things to remember when building a map: 1.) It only supports embedded tile set... read more | 02/23/2013 (7:40 am) |
| Help needed - Spriter Implementation | Every game system/engine has it's own asset pipeline. Anyone trying to use 3rd party assets into tha... read more | 02/22/2013 (7:46 pm) |
| Help needed - Spriter Implementation | You should be setting up your image assets ahead of time with your module. You can query for an asse... read more | 02/22/2013 (7:08 pm) |
| Help needed - Spriter Implementation | [code] // Query the Database for our asset %query = new AssetQuery(); ... read more | 02/22/2013 (6:27 pm) |
| Help needed - Spriter Implementation | I just quickly glanced at your repo, but to me it looks like your sprite positioning is way off. ... read more | 02/22/2013 (6:02 pm) |