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State of GameSalad on 11-6-2013
by Chunkypixels ·Regarding the multiplayer Async contract shenanigans... for once... do whats best for the users... not GS. GS has a history of wrangling contracts/third party deals that seem to concentrate on giving -
Disney Trivia: Movie Extravaganza, Kindle Fire Exclusive, Is Now in Development
by jonmulcahy ·text in answer boxes are in different locations (top, middle) -
endless runner platform overlapping with previous platform
by Cybertouch ·-Player controls crosshairs to aim and shoot the moving enemies. -
State of GameSalad on 10-30-2013
by KevinCross ·(Quote) -
State of GameSalad on 10-30-2013
by quantumsheep ·(Quote) -
Is there a way for a potential 'reviewer' to access the iAP without having to pay ?
by mounted88 ·You could do what he said above and destroy it after it's used, making it one time use only. -
Destroying dots on miniMap...?
by Braydon_SFX ·Then in the mini map coin, I say when that game attribute = the unique ID for the mini coin, for example 2, then destroy. -
Destroying dots on miniMap...?
by Braydon_SFX ·Not sure what you mean, but you'd use the same rule to destroy something else when all of the enemies are gone: -
Destroying dots on miniMap...?
by allc1865 ·Thanks! That worked! One more question. What if it's a coin instead and you wanted to destroy the coin dot on the miniMap? -
Destroying dots on miniMap...?
by Braydon_SFX ·Make sure that the Change Attribute behavior is at the top of your logic stack. -
Destroying dots on miniMap...?
by allc1865 ·Hey guys. On my miniMap I have dots the represent the enemies in my game. After I kill all the enemies, there's always one enemy dot left on my map that's not an enemy. How would I destroy the dot aft -
Colliding with sides and Max Speed problems
by Klirret ·The first problem I'm having is with the platforms. I've made it so that when my character is falling down, he'll collide with the blocks, and when he's going up he'll go through them. This has result -
State of GameSalad on 10-30-2013
by natzuur ·Gs seems to compound the pause scene memory on top of whatever scene your in, which can be pretty taxing. Would love for some controls over memory dumping. Or at least a tie in to pause or change scen -
State of GameSalad on 10-30-2013
by colander ·I need to know if this memory issue still exists before I go and implement all the code to destroy all the actors. So please may I have an answer? -
problem with 'Change Attribute'
by myke66 ·Will actor 1 stay on top of actor 2? if so you may need to have some type of "on/off" rule setup so it doesnt keep increasing insize. Or turn the time to run to completion. -
how do i have many actors on the same screen using the same (health) attribute,dut die independently
by tatiang ·You would need to have change attribute self.health to 10 (or whatever value) at the top of the rule list. Or you can manually set it in the actor's attribute pane. -
how do i have many actors on the same screen using the same (health) attribute,dut die independently
by KevinCross ·And is this correct? It says if greater than 0 destroy them -
how do i have many actors on the same screen using the same (health) attribute,dut die independently
by iZeeBo ·and then a destroy behavior. -
State of GameSalad on 10-30-2013
by natzuur ·I can think of a few major bugs off the top of my head that have been around for awhile, and i'm probably missing some: -
State of GameSalad on 10-30-2013
by dgackey ·(Quote)