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Build an in game mini-map
by scitunes ·my enemy spawner creates copies of the same enemy. I guess I am unsure as to how to make a dot appear when the enemy is spawned. Especially considering that a scrollable layered actor cannot spawn a n -
any news?
by butterbean ·I was looking at SDMG's posting above, and it said that unless the apps are in the top 100, you're looking at 1-2 downloads, is that per day? -
Defense Game
by JGary321 ·2. First glimpse of the Character screen. The C in the top right corner of battle map. -
Build an in game mini-map
by Kamazar ·Constrain the position of the red dot to the position of the player in the playing field dividing it by the scale of the map. That didn't come up too clear. To clarify. -
Collision Problems? Maybe..
by CodeMonkey ·Actor 3: If collides with Actor2: Destroy Actor -
Shooting doesn't always destroy actor even though it touches enemy
by butterbean ·So I have a spell rule that my main character can cast, but it seems that the spell is inconsistent, and it doesn't always destroy the enemy actor when it appears to have hit that enemy -
Enemy respawn, repeated kill issue?
by CodeMonkey ·I just had a thought though. When you say respawn, do you mean destroy that actor and create a new one, or change position of the actor back to the start point. -
Illusion of depth using actors as layers
by MillerEP ·Sounds a bit like you can just constrain the back image to the top image with a slight offset and/or just map it to the same key and then make it's speed slightly slower. There is a drag feature as w -
Couple Issues
by JGary321 ·First, I have a "Range" actor that spawns my unit & constrains it's X/Y to the Range actor. When the range actor is destroy 'usually' the unit goes bye bye also, but not alwa -
Pathfinding Routines
by MillerEP ·You can try having the scenery and actor in different layers. When something new spawns, it spawns on the top of it's existing layer. if you create multiple layers for depth, than you can put non-co -
Countdown Timer
by mercypark ·I just created a display text and set the variable to game:time. I also created a rule in the background layer that states -
jump through a platform and then land on it
by CodeMonkey ·With the jump how to using the thin jumping platform that sits on top of the normal platform, use that with a Rule that says -
GS.4.7 causing issues?
by xacto ·It looks like all my current scenes "screen sizes" are acting strange. I have an actor placed on the bottom (grey area, so it is hidden) with a script that tells the actor to move in -
Sound/Music
by Toby ·I just create an actor off stage with an audio behaviour in it. Seems to play throughout the game until I choose to destroy it. Make sure your audio is in .ogg vorbis format. There does not seem to be -
GS.4.7 causing issues?
by xacto ·If you play it, you will notice that the Info Bar (where all the stats are ect) start from the top and moves to the bottom. This should start on the bottom and move up. Also, during the games into scr -
Animating Collision TAGS?
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Where in the world is QuantumSheep?
by butterbean ·Are you held up in your basement creating super top secret games to share with us? (Image) -
Tower Defense style targeting
by CodeMonkey ·You may see why it might only work with one tower because you would need a tower actor and a range finder actor(if you want to dynamically modify its range)which goes on top of the tower. It would be -
enemies getting stuck at seam
by CodeMonkey ·The invisible ground doesn't need to be a few pixels higher. Just make one long actor whose top border is shared with all three of your shorter, visible actors with images. Don't use the visible actor -
enemies getting stuck at seam
by butterbean ·And I can put this invisible ground (actor) on top of the ground actor that is brown, and just make it a few pixels higher so it still appears the enemies are walking on the ground? Brilliant, I'll tr