Game Development Community

Melv May's Forum Posts

Thread Post Date Posted
Question about CompositeSprite(Isometric mode)..(Sloved) I just looked at this for you and the reason why you're seeing the background is because your isomet... read more 03/04/2013 (3:15 am)
Adding a new font I'm surprised you didn't recognize the 96 as being related to the printable ASCII set. :) It's si... read more 03/04/2013 (1:57 am)
Question about CompositeSprite(Isometric mode)..(Sloved) I could give it a go if you could send just the toy that includes your code and image or perhaps jus... read more 03/04/2013 (12:06 am)
Will TAML and the module system from Torque2D be ported to Torque3D? Indeed, the T2D module system doesn't utilize the packages stuff at all. The TAML stuff however... read more 03/03/2013 (10:19 am)
Is Torque 2D MIT ready for a real game. I don't think it matters how it "feels" really. What matters is what [b]is[/b]. If GG di... read more 03/03/2013 (9:18 am)
Is Torque 2D MIT ready for a real game. [quote]I want to know if torque 2d is stable enough?[/quote] Absolutely. It's not a new engine, it... read more 03/02/2013 (2:08 am)
How to Limit Calculation Output by a Range? Richard is correct. You can also do this: [code] %myNum = mClamp( %myNum, 0, 31 ); [/code] Th... read more 03/01/2013 (6:35 am)
How to Limit Calculation Output by a Range? Be aware that the scene layers are fixed in the range of 0-31 but you can have SceneObject that are ... read more 03/01/2013 (6:11 am)
How to Limit Calculation Output by a Range? [quote]how would you go about limiting the output of the equation?[/quote] What equation? It's imp... read more 03/01/2013 (6:05 am)
Calculations Based on Position I think the simple answer is bad habit. The use of .x, .y & .z is far better. I'll look at get... read more 03/01/2013 (1:09 am)
Getting started with TexturePacker Not sure if that was directed to me or not. :) My point above was that the "original" a... read more 02/27/2013 (9:26 am)
Getting started with TexturePacker [quote].sourceRect.x - The x coordinate of the trimmed sprite inside the original sprite. int[/quote... read more 02/27/2013 (5:00 am)
Nesting a SceneWindow within a GuiControl Pretty much what I had in there last night before sleep called to me with the only significant chang... read more 02/27/2013 (2:06 am)
Nesting a SceneWindow within a GuiControl I've just pushed the change to the development branch [url=https://github.com/GarageGames/Torque2D/c... read more 02/26/2013 (5:21 am)
Nesting a SceneWindow within a GuiControl Good catch. Yes, that's not clipped so it'll cause problems when not operating over the whole windo... read more 02/26/2013 (5:14 am)
Getting started with TexturePacker I fixed the exporter this morning and pushed it into the dev branch [url=https://github.com/GarageGa... read more 02/26/2013 (1:21 am)
Physics question I presume you posted this in the wrong forum as that script is TGB and not the T2D MIT product. *... read more 02/25/2013 (11:50 pm)
Help needed - Spriter Implementation Well be aware that dynamic asset generation is supported and works pretty solid, it was what 3SS was... read more 02/25/2013 (6:59 am)
first cut: TMX map support Good work William. One thing I wanted to give you a heads-up on is custom serialization which is ... read more 02/25/2013 (2:48 am)
Getting started with TexturePacker Glad you're sticking with it, I know how it feels to be so burned on a project. T2D is pretty sol... read more 02/25/2013 (2:29 am)
Getting started with TexturePacker Well as busy as I am, tell me how I could possibly help and if it's possible for me to find the time... read more 02/25/2013 (2:08 am)
Getting started with TexturePacker In the end, I believe you're talking about a single type within the engine, namely "Sprite"... read more 02/25/2013 (2:02 am)
How Do I Call a Module's Methods Based on ModuleId No problem. I'll probably be writing the [url=https://github.com/GarageGames/Torque2D/wiki/Module... read more 02/25/2013 (12:01 am)
How Do I Call a Module's Methods Based on ModuleId To make it convenient, the module system generates an object named the same as the module-Id so you ... read more 02/24/2013 (11:49 pm)
Help needed - Spriter Implementation I wanted to highlight that it is actually possible to generate assets dynamically and use them witho... read more 02/23/2013 (11:29 am)
Torque 2D - Tips! [b]Tip #5[/b] The Scene uses world-units when positioning and sizing objects within the world. T... read more 02/22/2013 (7:05 am)
Moving from TGB to T2D MIT - Free your mind Don't suffer in silence though Michael. Ask direct questions and I'll give you a direct answer. If... read more 02/21/2013 (1:55 am)
Source Image Size Cool. So you can go down the generating TAML directly route or do what an editor would do and gen... read more 02/21/2013 (1:46 am)
Torque 2D - Tips! [b]Tip #4[/b] If you want a piece of code called periodically then you can use the periodic timer... read more 02/21/2013 (1:35 am)
New Toys for your Sandbox Collection Nice work guys. ... read more 02/21/2013 (1:18 am)
Source Image Size ... and the texture object does store both the texture dimensions and the original bitmap dimensions... read more 02/20/2013 (12:51 pm)
Source Image Size All the methods for the ImageAsset type are [url=https://github.com/GarageGames/Torque2D/blob/master... read more 02/20/2013 (10:31 am)
Box2D, Torque and collisions There is no equivalent to continuously apply a force and cause an acceleration other than the scene-... read more 02/20/2013 (6:38 am)
Box2D, Torque and collisions So does the collision normal returned in "Scene::onCollision()" not do the same thing for ... read more 02/20/2013 (3:17 am)
Mount equivalent with Joints Difficulties When you attach one object to another via a joint, the joint applies forces to both objects. If y... read more 02/19/2013 (11:58 pm)
Mount equivalent with Joints Difficulties I think you're just using the joints incorrectly or for the wrong purpose. It does sound like you a... read more 02/19/2013 (11:38 pm)
Torque 2D - Tips! [b]Tip #3[/b] As your code gets larger and more complex, it's extremely useful to know what scrip... read more 02/19/2013 (11:01 pm)
Official Torque 2D Documentation Feedback Thanks Mike, that was my typo. Thanks Mich for fixing it. :)... read more 02/19/2013 (10:27 pm)
Mount equivalent with Joints Difficulties I have pushed the fix into the dev branch [url=https://github.com/GarageGames/Torque2D/commit/a5d501... read more 02/19/2013 (8:53 am)
Mount equivalent with Joints Difficulties So I got your code and I must admit that it's really hard to follow what's going on but finally I di... read more 02/19/2013 (7:56 am)
Mount equivalent with Joints Difficulties Well I'd be happy to take a quick look at it if you want to zip it-up and send it to the email in my... read more 02/19/2013 (6:17 am)
Mount equivalent with Joints Difficulties That doesn't mean much really. Does that mean you've managed to create 12 joints? To be clear, t... read more 02/19/2013 (6:10 am)
Mount equivalent with Joints Difficulties There's also a joint-count so you should see how many have been created. Beyond what's already been... read more 02/19/2013 (5:58 am)
Torque 2D Getting Started Video Series Glad it's working. :)... read more 02/19/2013 (4:51 am)
Torque 2D Getting Started Video Series @Chase: Just to let you know that you also don't need to zip-up the whole repository if you're just... read more 02/19/2013 (3:14 am)
New Toys for your Sandbox Collection The module system doesn't care at all where they are located. You can have several folders, each co... read more 02/19/2013 (3:02 am)
Easy way to iterate through the objects in a scene? I don't see any problem with doing something like that apart from the fact that because Torque uses ... read more 02/19/2013 (2:55 am)
Torque 2D - Tips! [b]Tip #2[/b] In legacy Torque 2D you could always add a behavior to a SceneObject. In Torque 2D... read more 02/19/2013 (2:11 am)
moveTo() Problems [quote]Instead of speeding up to reach the point in time, it moves at a constant speed and stops whe... read more 02/19/2013 (2:05 am)
Torque 2D Getting Started Video Series Not wanting to derail this post but Asset-Ids are not case sensitive or at least they should not be ... read more 02/18/2013 (2:53 am)