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Non-moveable actor won't destroy!?
by HappyKat78 ·Is there a reason why destroy commands don't work on actors where "moveable" is unchecked? I have a simple rule that tells a block to be destroyed if it's spawned over another actor. -
2k15 Lineup
by AngryBoi ·https://itunes.apple.com/us/app/top-2-bottom/id985853372?ls=1&mt=8 -
I need your opinion please :)
by AngryBoi ·You could have 3D art and use the new custom collisions to only have detection of top of the blocks. Just some advice if you're still trying to figure out how your goin to do this -
[Solved] Object Rotation
by The_Gamesalad_Guru ·Center point is x = 0 y = 0. From an actors center of zero the number is negative going up and positive going down. So an actor 50x50 from middle to top is 0 throu -25. Middle to bottom is 0 throu 25. -
Should the GameSalad team fix the friction attribute?
by BigDave ·But you can move some actors from a moveable layer to a none scrollable a couple of times. I had around 3-4 crashes doing this today and also the last weeks. Rather hunt down that small things and mak -
Pacman type movement of enemy
by ParkGames ·I have a Pacman like game but instead of ghosts the player must escape fire. This allowed for random movement around the maze by the fire - it is spooky though that the fire seems to know where you ar -
Should the GameSalad team fix the friction attribute?
by Armelline ·Off the top of my head: -
Playing songs sequentially
by mhedges ·I searched for the referenced topic, but no results really dealt exactly with it (most music threads deal with music across scenes, playing music from your device, that type of stuff). -
Ad hoc version moving slow on Android (Inconsistent speed across viewer, creator, and ad hoc)
by chaosmasterro ·an ad hoc test my game performs very slow. On top of it being slow, I have a few loops in my game to check through an 8x8 grid that also runs extremely slow, but this only happens in my ad hoc build. -
Problem with actors not showing up after switching scenes.
by tatiang ·Does ANYTHING show up on your second scene? Each scene has layers but scenes are not part of layers... what do you mean by "move [the 2nd scene] to the top layer?" -
GameSalad game and Ketchapp publisher (Or why we had to choose another game engine)
by CaptFinn ·Nooooooo. Are you saying GS release a new feature that is buggy and is now causing other features to be buggy???? NOOOOOOOO not Gamesalad. But hey. At least the feature was one of the top 5 requeste -
Video Tutorial: Custom Collision Shapes using Physics Body Editor
by The_Gamesalad_Guru ·Yeah that what I thought and also I realized the piece you click on destroys but the piece below it falls. I was missing the idea of only one link being destroyed. Duh. Nice and simple design I like i -
Video Tutorial: Custom Collision Shapes using Physics Body Editor
by Socks ·(Quote) -
Creator 1.24 Hotfix is now available for Mac and Windows
by crestwoodgames ·(Quote) -
Video Tutorial: Custom Collision Shapes using Physics Body Editor
by The_Gamesalad_Guru ·I imagine is has to do with the collision shape but I don't get how and what is destroying as The rope is still on scene falling after you click and destroy. -
Creator 1.24 Hotfix is now available for Mac and Windows
by Socks ·I'm getting this a lot too, with custom collision shapes setting a collide behaviour or a collide rule (even an empty collide rule) will stop the custom collision shape actor from moving. -
Problem with actors not showing up after switching scenes.
by nickhuxley29 ·can't test the 2nd scene unless I move it to the top layer. -
Creator 1.24 Hotfix is now available for Mac and Windows
by crestwoodgames ·I have a rule if ball collides with jar, destroy the ball. -
Particle explosion effect is making my game slow
by bernardo.chuecos ·actors, spawn them when the actor is about to be destroyed, interpolate them away, fade them out and then destroy them. This gave it the effect I wanted, however at times there can be over 20 actors -
Getting stuck in rules. Variables not updating.
by djtackl ·I have player that is supposed to move to your mouse in an exponential decay type of momentum. (distanceToMouse/2)