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  1. How to destroy all enemies on screen at once

    butterbean
    by butterbean · October 2009
    Just wondering how to create a rule to destroy all enemies on the screen at once, such as with an item drop?
  2. Stop scene

    JGary321
    by JGary321 · September 2009
    In your enemy unit, under where he is destroyed, also add a change attribute game.EnemiesKilled + 1.
  3. solid but moveable wall

    Atlanten
    by Atlanten · September 2009
    You could try putting the wall in a new layer, and uncheck scrollable?
  4. Getting Enemies to follow a movement pattern

    MonjiO
    by MonjiO · September 2009
    Following an initial Move the enemies engage in when they spawn, they move up and to the left (towards the player). They keep moving in this direction until they hit the Top actor, in which case they
  5. Motion?

    sdpardue
    by sdpardue · September 2009
    Plus, you can hover over the magnifying glass (like the one at the top of this page) and search for topics you're interested in learning more about in the Wiki, this Forum, etc. Very helpful feature.
  6. Motion?

    sdpardue
    by sdpardue · September 2009
    Here's something I got working with a ball that bounces top to bottom...
  7. Getting Enemies to follow a movement pattern

    sdpardue
    by sdpardue · September 2009
    Next, I have two rules for when they hit the Top and Bottom:
  8. Getting Enemies to follow a movement pattern

    MonjiO
    by MonjiO · September 2009
    What I'm trying to do is get the enemies to move to the top of the screen, then the bottom, following this pattern until destroyed. I also have a spawner that is randomly creating the enemies at diff
  9. Xcode GS Game memory/CPU crash issues

    jhaas
    by jhaas · September 2009
    Based on my above referenced tests - this doesn't seem to be the case. I do not have preserve scene set on any of my scenes - and the memory goes up - even if you destroy actors.
  10. Xcode GS Game memory/CPU crash issues

    jhaas
    by jhaas · September 2009
    Follow up - I've tried to add a destroy actor behavior to the main scene actor as the game goes from scene to scene to see if that would recapture any memory. Destroy actor had no effect on the situa
  11. HUD

    CodeMonkey
    by CodeMonkey · September 2009
    And are your actors on the top layer and not covered by other actors?
  12. Simple demo compile of native code on iPhone failed with errors.

    splashy
    by splashy · September 2009
    BTW I have only included the top half of the errors as there were quite a few. Hopefully somebody can help.
  13. Z position.

    Shanesta
    by Shanesta · September 2009
    Or a layer id type system, like Touque.
  14. Problem loading game

    quantumsheep
    by quantumsheep · September 2009
    And on top of that, with the new web feature of being able to share and download other people's projects, you could theoretically download a project and install it into your game.
  15. spawning actors

    scitunes
    by scitunes · September 2009
    In my game I have a rather large mazelike world. My player needs to find the bad guys and destroy them. I want the bad guys to move around but I don't really want them to pace back and forth as descri
  16. movies in your game???

    superNES
    by superNES · September 2009
    there is a search. Check the magnifying glass at the top right of your screen. You can search for all kinds of stuff!
  17. Performance ?????

    Shanesta
    by Shanesta · September 2009
    Hi Cobra, I am making a top down shooter type game, and I could optimize a few things, like add the muzzle flash in with the character graphic, but the bullet needs to be separate from the trail for
  18. Animated Shield Overlay

    xacto
    by xacto · September 2009
    Here is my code for playerShield:
  19. Performance ?????

    Cobra
    by Cobra · September 2009
    Forgive me, I'm not familiar with your game, but perhaps spawning four separate actors every time you shoot is a bit much? If you can combine these graphic effects onto a smaller number of actors, or
  20. Possible Jumping Solution

    harrio
    by harrio · September 2009
    great fix tunes. i used a similar method for allowing only one shot until it hit an enemy or reached the top. and it would not let you hold down the fire button.
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