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Randomly spawning actors
by bloodandtreasure ·We have actors descending on the screen that when pressed, spawn other smaller actors. In other words, the larger actor breaks up into smaller actors when clicked. -
Timer problems after upgrading to 0.8.8
by AfterBurnett ·Oh wait... I still need the "every 0.7 sec" timers to spawn the enemies so might not speed it up too much but I can use it for attack patterns. Cheers (Image) -
Timer problems after upgrading to 0.8.8
by AfterBurnett ·I was using "after 20sec" spawn enemy01, then every 0.7sec spawn enemy 01 for 10sec (or similar). By simply changing the attributes I could save my self a whole heap of code and mayb -
Weird Missile Behavior
by CaramelTigerClan ·Ok, here it is, I spawn the missle actor from my player chacter no problem. The missle actor then tracks the npc actor as commanded. Once the two actor connect they both explode as ordered. Here th -
iAds - initial findings and don't forget this detail
by butterbean ·I did however notice a bug in level 3 where it keeps spawning "Game Over" after I played it a few times.... strange, I think my squirrel went off screen, and it didn't spawn it back -
Weird Missile Behavior
by quantumsheep ·Put the rocket spawn on your ship. -
Weird Missile Behavior
by CaramelTigerClan ·is surely doomed unless we can make that button spawn the rocket on a scrollable layer. -
Pause Tutorial
by JGary321 ·If self.timer > 0 & game.pause = false then every .7 secs spawn enemy. -
Pause Tutorial
by AfterBurnett ·Yeah... MIGHT be able to get it working. It's a VERY fast paced shooter with rules such as "for 10 seconds, every 0.7 secs spawn enemy x). Could be tricky. -
Pause Tutorial
by JGary321 ·The spawn rule would be -
High score bug when spawning
by smc1979 ·As the actor hits things the score adds up and once it passes the high score you will see the high score rise with it. This works fine for each actor that spawns. -
Project Sanctuary
by josh13 ·Players have a choice of four characters (including an Unlockable Character), each with their own strengths and abilities. The four characters’ experience and skills are linked, allowing the player to -
Second Spawned Actor Position
by design219 ·You could also probably do this by making two identical enemy actors, and spawn them alternately. I'd have to think about that. How ever you do it, it will involve more attributes, and if you have to -
Tower Defense question
by tom.tom ·And also the fact that when I spawn enemy, the first one collides with my range actor and changes collide attribute to true. However, once another enemy spawns, the attribute becomes false. -
Need clarification on Resolution Independence
by iPhoneDevForMe ·The video and wiki say that all of your actor's will be working in a 960 x 640 space, so should I be mapping out my actors in 960x640 space? For example if I want something to spawn in the dead center -
Total noob question
by scitunes ·create two actors - spawner, mover -
Tower Defense question
by tom.tom ·I have a spawn actor that spawns enemys. -
Total noob question
by appletreeman ·I have an actor that I would like to spawn at a random point off the screen on any side and then move in a straight line to the other side at a random (between two values) speed. I just can't seem to -
TIP: Instance vs Prototype
by firemaplegames ·I use one blank generic actor as my main heavy lifter for the game, but I am spawning some stuff here and there throughout the game. -
can i trust particles?!
by reddotinc ·I would use spawn actor rather than particles. Spawn actor is reliable and allows you to perform addition rules on that actor if necessary.