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  1. ?? Make Actor follow Drawn Line in Real Time ??

    iScet
    by iScet · October 2012
    So... Are you saying make waypoints spawn like every .5 seconds of the line and interpolate the position to it? Haven't tried it cause not home but I'll look into it I reckon... We shall see...
  2. People I require your assistance, logic that I can't work out how todo

    epicstag
    by epicstag · October 2012
    Then give have your holderDeploy actor set a game attribute, such as spawnActorWithID integer. Put a rule in the holderDeploy actor that says, When game.spawnActorWithID = 1(plus your other 1 conditi
  3. Purchased a template need some assistance

    mburdish
    by mburdish · October 2012
    something more appropriate to make it so it is unique and publishable. My question is in regards to the cash shop, can I change the continue to cost real money or a different currency in which has to
  4. People I require your assistance, logic that I can't work out how todo

    FirstDan
    by FirstDan · October 2012
    After testing my finished game for the last few weeks, I’ve noticed that the performance degrades as the player progresses on. The reason for the degrading of performance is that I am constantly spawn
  5. how to randomize backgrounds?

    famekrafts
    by famekrafts · October 2012
    For a smooth transition I need to spawn the loading scene on the stage scene as well, so player doesn't know any changes occurring while loading and after loading.
  6. Help with Characters

    Vichama
    by Vichama · October 2012
    If I could work that out that might solve the issue or as you say (which is a good idea) once I know the Y the position I could spawn them mildly higher or lower.
  7. How to have the particles appear at the point where the 2 actors collide?

    gamesfua
    by gamesfua · October 2012
    Just a heads up you can always say spawn at actors self x and self y positions- and then add some numbers. Meaning if lets say you wanted the spawn to occur a few pixels above the actor just say spawn
  8. How to have the particles appear at the point where the 2 actors collide?

    Jugger
    by Jugger · October 2012
    just spawn one more actor with particles
  9. Roll Dem Bones ... Just in time for Halloween!

    kolabo
    by kolabo · October 2012
    Second, the score system, though interestingly unique, is IMO redundant. You give the score as a fraction and also convert it to a percentage. I would remove the percentage conversions, unless part of
  10. animation after killing enemy, before destorying

    jonmulcahy
    by jonmulcahy · October 2012
    I still think timers are more efficient than spawning/destroying actors. They used to be in the past, that's where the push for recycling actors came from.
  11. animation after killing enemy, before destorying

    MobileRocketGames
    by MobileRocketGames · October 2012
    Actually, it would be simpler to just spawn a new actor that contains only an animate behavior, then destroy your original actor. This is the simplest and probably most efficient way to do things. For
  12. How to set an unique number for the same actor

    gamesfua
    by gamesfua · October 2012
    perhaps just create 7 different actors (with unique names, etc.) And just recycle them over and over again. Win win. You get good performance and you get the unique identification you're after. Recyc
  13. How to set an unique number for the same actor

    gamesfua
    by gamesfua · October 2012
    EXAMPLE: In this example 5 bad guys have been spawned. A 6th is about to be spawned NOW...
  14. How to set an unique number for the same actor

    FirstDan
    by FirstDan · October 2012
    I have a single actor that I'm spawning 6 times by the following
  15. Changing to correct level depending on level attribute

    tenrdrmer
    by tenrdrmer · October 2012
    Nope unfortunately not at this time. The scenes are given unique ID numbers on the backend of the project file so that no matter what order you rearrange them to or name them the project always knows
  16. ☻ dotRadius Development Thread ☻

    basil81
    by basil81 · October 2012
    on its own merit. Both floyd's (combos trigger unique melodies) and @Kangavark 's (combos causing the pitch to rise) suggestions are quite excellent and we will see about how to implement them. We're
  17. ☻ dotRadius Development Thread ☻

    floydianspiral
    by floydianspiral · October 2012
    I would further that suggestion... if you pick a pentatonic scale and have the dots be assigned a random note on that scale you would end up making unique melodies as you play that would never sound o
  18. How to get a spawned actor to stop when it collides with itself

    richardcoggin
    by richardcoggin · October 2012
    I'm getting the Actor to spawn another actor behind it every 0.1 secs and I'm destroying the spawned actor every 0.05 seconds. The main actor has a collision with the spawned.
  19. Help with Characters

    gamesfua
    by gamesfua · October 2012
    Couldn't you just say SPAWN bird from initial character's x and y position? And if lets say the bird's feet are a little below the initial character's- then you could just say SPAWN actor from player'
  20. How to get a spawned actor to stop when it collides with itself

    richardcoggin
    by richardcoggin · October 2012
    Actor (A) is spawned and moves along a path. In the opposite direction Actor (B) moves toward it. When they collide. Actor (A) and Actor (B) both stop and spawn bullets. Actor (A) wins and Actor (B) i
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