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Actor moving from left to right and right to left
by design219 ·Make a duplicate actor with no behaviors, then destroy your first actor and spawn the new actor when your first actor is hurt. There are probably other ways. -
constraining many pairs
by rebump ·Without some sort of array/indexing and proper actor-to-actor communication (or at least obtaining a reference or handle to a spawned actor), there is no real easy way. -
Issue with movement and collision with a new spawned actor
by DankStew ·Hey there, I'm trying to figure out something in relation to a game I'm working on. Basically I want the main actor to be able to move (with touch controls for iPad) and have a "trail&quo -
POSSIBLE BUG: Physics engine appears to NOT allow 0 velocity - creates "quiver"
by synthesis ·the text field is incorrect). Its like if you spawn yourself more than once...you break any and all default values preset in the actor. -
POSSIBLE BUG: Physics engine appears to NOT allow 0 velocity - creates "quiver"
by synthesis ·I stuck with the project...and am looking to spawn to workaround. -
My app was rejected because of crashing
by Hunnenkoenig ·In my game, when it starts up there are about 25 actors with "move to" rules which move the actors into and out of the screen. They spawn normally outside of the screen. -
Steady Stream of Projectiles?
by Eastbound ·You could always use a combination of both. Spawn an actor every .2 seconds or so, and continuously spawn particles. Shouldn't hit your fps too hard. -
Steady Stream of Projectiles?
by firemaplegames ·Your mileage may vary, but I would definitely test on a device if you are trying to spawn lots of actors - especially the older devices. -
Steady Stream of Projectiles?
by Hurricane09 ·It's for projectile purposes, so maybe i'm best to stick with 1 of's and spawn them? Can the particles be used in collisions? -
Steady Stream of Projectiles?
by firemaplegames ·I would not Spawn Actors. That will definitely crash the device. Spawning is one of the most processor-intensive things you can do. -
Steady Stream of Projectiles?
by Hurricane09 ·I've been trying to create a steady stream of actors to mimic water coming out of a hose... I've tried to spawn the actors, but it seems like there might be a limit to GS for this - All I get is a co -
POSSIBLE BUG: Physics engine appears to NOT allow 0 velocity - creates "quiver"
by synthesis ·I knew about the spawn replacement workaround... -
POSSIBLE BUG: Physics engine appears to NOT allow 0 velocity - creates "quiver"
by firemaplegames ·One solution, and it is not ideal of course, is to destroy/spawn a new copy of the Actor when its velocity gets <= 0. -
Touch, move, drop?
by JackBQuick ·to create unique cloned actors. -
Health Bar
by Hunnenkoenig ·If you want to spawn a new soldier for the next round, you add to the life bar (or any other actor which spawns your soldier): -
Stop actor....
by design219 ·A simple way would be to make a duplicate actor without the acceleration and animation. Then put a rule on your first actor that when what ever determines he dies happens, spawn actor 2 and destroy th -
Need help again "Changing animation"
by Hunnenkoenig ·If collides with actorX spawn actor2 -
GameSalad Games and iPad Keyboards
by Photics ·I left a developer-only feature in my game. When I pressed a certain key, another fireball would spawn. If someone hooks up a keyboard to the iPad, is this cheat going to work for them? -
Hold to increase distance
by ToadHouseCreations ·Im trying to make a game similar to Cannon physics where the longer you hold down the mouse click the higher the power bar goes up and the further the spawned actor goes. I have tried for days and can -
Which way saved more ram?
by JGary321 ·There's a lot of variables to this one. Some questions I ask myself when deciding to spawn or move: