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Tables unable to handle simultaneous changes to multiple cells?
by Franto ·Ah, I thought everything was top down with processing. Thank you again for this information. It will prove to be invaluable with the testing. -
Tables unable to handle simultaneous changes to multiple cells?
by Hopscotch ·Things never really happen at the same time in GS. Actors get processed sequentially bottom up according to their order in the scene layers, and the code inside them top down. -
Tables unable to handle simultaneous changes to multiple cells?
by Franto ·During my testing, I noticed weird things like if two enemies are being hit, despite the actor for damage appearing over them, their HP value does not change? Very strange as the activation for the da -
Monthly GameSalad Meetup Thursday August 6 2015 at 7pm CST (01:00 GMT)
by RThurman ·(Quote) -
Monthly GameSalad Meetup Thursday August 6 2015 at 7pm CST (01:00 GMT)
by Socks ·On the subject of custom fonts, I found the standard method (lots of constrains) to be very inefficient, so threw together my own version . . . . which goes back to something I've always thought, that -
Dungeon Master + Roguelike? I need your opinion
by pHghost ·strong anyway, but at least are practical. As a player, I’d like more potions, bait, and of course relics. It’s understandable that there needs to be a balance and you can’t give away too many relics -
Spawning a large number of actors in a pattern
by Bagzli ·Think of top as the entry point and bottom as the exit point. I got to allow the user to come in and out without wait for too long.\ -
iMac 27 w/5K display...WOW
by CaptFinn ·Pretty much. Haha. And I and abhor "stretch". I want to BS the catalyst to that idea. IMHO. It makes games look cheap. It seems the only issue is the HUD at the top of my game. -
My Universal Binary Overscan Secret Weapon
by Lovejoy ·(Quote) -
Spawning a large number of actors in a pattern
by Bagzli ·Look at the image below, there are 9 tracks, Each track is a star. An object is going to spawn on each track and move all the way to the right and then destroy itself. I have tried to show that wit -
My Universal Binary Overscan Secret Weapon
by Balvamar ·So...do I need to apply this to every actor in the game, top and bottom of the screen? or Just the UI etc that are on the screen all the time? Lots of actors, lots of work! -
10 Year Old Boy Goes To Space.
by As_Of_Latte ·- Warp holes; transport from either top to bottom OR bottom to top of device . -
Function that allows for a number to be checked, just "about" within a margin.
by Franto ·The attack doesn't pass through{except for lasers}, bullet projectile types destroy the "package" that traveled, upon impact, it spawns another actor, that would carry the rule to fi -
Android flickering and in Amazon not supported any devices
by QASalad ·What Services do you have enabled for your app (i.e. Ads, In-App Purchase, Leaderboards, etc.)? We uploaded a Big Top Blaster apk to amazon and all devices are supported. -
Banner on top of layers and actors, and how to refresh the banner?
by RabidParrot ·(Quote) -
Spawn Actor in another layer
by RondoRocket ·I don't think spawning onto a non-scrollable layer using a second actor would be a problem the trick might be that the non-scrollable layer is always at the 0,0 location. So your player would have to -
Spawn Actor in another layer
by gingagaming ·Like @Armelline has said spawning to another layer is outside of GS capabilities but the easest way to achieve this is just trigger a Boolean and have another actor spawn it in the correct layer. Just -
Same rules acting slightly different
by joelloyd ·Sorted it. One of my actors was spawning 'front of layer' where as the other actors had 'spawn in front of actor', just in case anyone gets this problem. -
Spawn Actor in another layer
by Armelline ·You can probably do it by triggering the spawn in another actor that's on the correct layer by using a game attribute that the second actor monitors. -
Spawn Actor in another layer
by BigDave ·I do want the player actor to spawn the control buttons (actors) into the none scrollable scene layer while the player remains/is in the scrollable scene layer.