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Run to Completion in Timers
by iDeveloperz ·If you have an actor that spawns 30 secs from taping the screen. Once you tapped again it should spawn. But if you click run to completion it will spawn 30 secs later. -
Phasers - 3D effect in GameSalad
by quantumsheep ·But I'm curious. Did you spawn all the enemies? Or did you have them onscreen, go offscreen when killed, and come back at the top as new enemies? -
iAds
by Photics ·spawn iADs -
Sexelerometer trailer (17+)
by Tris ·Looked at the video - definitely unique. Might want to run the spellchecker and do an update because you spelled minutes - minuts. -
spawner question
by gyroscope ·Hi goliath, would it be, in the Spawn Actor attribute, set the x, y position of the spawned actor, but then set Relative to scene? The x and y position there in the Spawned Actor attribute could also -
spawner question
by goliath ·I have a spawner actor that I want to spawn random actors from all sides of the working area. for some reason, the actors are currently only spawning from the center out and mostly to the left. -
Matching game - when 2 cards don't match - flip back - err how
by butterbean ·BUT, is there a way you can implement a rule that says if cards don't match, then after 1 second, spawn the top of the card back? -
Which of these is more efficient/less processor intensive?
by rebump ·@All: Basically, that method adds credence to the superiority of the "single screen width scene's" method but the spawn (or in Sci's example: re-use) logic can get complex (i.e. th -
Spawn Random Actor/Random Position, Destroy Actors after in place
by gyroscope ·The next thing I need help with is I want the game to spawn a random actor in a random position on the top of the screen. Is there a way to do this? -
Spawn Random Actor/Random Position, Destroy Actors after in place
by RastaRise ·The next thing I need help with is I want the game to spawn a random actor in a random position on the top of the screen. Is there a way to do this? -
saving and loading attributes, help please!!
by randomname ·so there have been more threads about this but i dont get it: i have my main 'hero' moving around the scene. then i press the a button to go to a menu (which is another scene), then i go back to the s -
Engine Blast Trail
by reddotinc ·you could fix this by constraining an x and y attribute for where you want the trail to spawn, and then have these figures updated depending on the movement of the plane. -
Why have I got shaking Balls
by synthesis ·The only solution I have found is to spawn a clone of the actor when it comes to a virtual stop. Then destroy the old actor. -
How to set bullets to travel in the aimed direction?
by RH ·Do you have the bullet actor set to spawn relative to the shooter or the scene? Do you have the velocity on the bullet actor set to relative to the actor or scene? -
Which of these is more efficient/less processor intensive?
by AfterBurnett ·Just wondering, for my side-scroller... should I have the scene set as 480x320 and spawn objects for parallax scrolling (I have it set up that way at the mo), or should I set the scene as something mu -
How to set bullets to travel in the aimed direction?
by specialist_3 ·I have set my spacejet to fire laser bullets (using spawn actors), however, the direction of the bullets' travel is always upward and not in the direction the spacejet is pointing at. -
Engine Blast Trail
by specialist_3 ·1) When jet is not moving, particles are spawned at its tail and destroyed after 2 seconds (size and colour changes). -
Single scene or sequential ones ?
by JamJarRiot ·I probably over complicated the first post, but if anyone in the know can tell me if a permanent in-memory iPhone game that doesn't delete or spawn new objects is not going to cause any memory fragme -
beta 0.8.7 deleting rules
by ronco ·I have a rule with a global integer named game.lvl_GameScore1=0. When that attribute is set a timer spawns two actors and changes two attributes. This rule was added to a GameLogic actor for every sce -
Title screen crashing
by Stryfe01 ·Good or bad. I get what your saying and I ended up cutting it down to about 15 animations each. Your right, in the preview if i play around with the animations, I can see a difference. But in the actu