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Build a Thumbstick control
by Toby ·Having an issue where whenever a game.attribute (shoot or thrust) is called the ship snaps to pointing left rather than using the current rotation angle of the ship to emit particles or spawn bullets. -
Constraining movement to the camera
by MonjiO ·The Control Camera action is needed on another actor due to how I've got my enemy spawns working (in order to get them to spawn outside the display area, I need an actor that isn't the player controll -
Adding a dot on a minimap for multiple spawned enemies
by scitunes ·1) How many unique enemy actors do I create? 20 or 1 with 20 instances? -
Adding a dot on a minimap for multiple spawned enemies
by scitunes ·Will all of this cause my game to come to a screeching halt? Can unique rules be added to separate instances of the same actor, or must they be unique actors? -
Best Practice in Game Art & Design Tips
by sunkenmedia ·---Key Features: What is unique about this game? Multiplayer? Customization? Etc. -
collectable items
by zombots ·anyone able to help, i have a scrolling scene and want my spawnd actor to come from the right of the screen as the camera follows my player. or will i have to place them in my scene and not use spawn? -
Adding a dot on a minimap for multiple spawned enemies
by Toby ·Create your minimap dots as unique actors and within each dot actor: -
Adding a dot on a minimap for multiple spawned enemies
by scitunes ·Anyone know how much memory it would take up to have 20 unique actors as compared to 20 copies of the same actor? -
Adding a dot on a minimap for multiple spawned enemies
by quantumsheep ·I'm afraid I'm not much help on this one - the game I have that uses a mini-map has 8 enemy actors on-screen at once, preloaded, and they're all unique (Image) -
Adding a dot on a minimap for multiple spawned enemies
by scitunes ·separate dot for each enemy without creating 20 unique actors. If I made 20 unique actors it would be very easy, but it would seem like that would eat a lot of memory. Is having unique enemy actors t -
collectable items
by CodeMonkey ·spawn actor: x-position = 480+widthofcollectable/2 y-position=random(0,320) -
Can someone explain the whole "Power of Two"?
by quantumsheep ·"then 10 actors spawn during the scene to show you that you got points and to show you where you touch and none of them are to the power of 2" -
Positions Everyone - what is the best move?
by harrio ·also, do they have to 'move' to their unique positions or can they just all appear there instantly? if they can, then you can just chg attr their xy positions and the will 'pop' to where you want them -
Rapid Fire Powerup
by xacto ·(code to spawn laser, ect) -
Positions Everyone - what is the best move?
by rivetopia ·The effect is like a burst. All actors start from the same position and then move to a unique position from there. -
Getting Enemies to follow a movement pattern
by MonjiO ·Following an initial Move the enemies engage in when they spawn, they move up and to the left (towards the player). They keep moving in this direction until they hit the Top actor, in which case they -
Motion?
by sdpardue ·In the code for the Moving Ball that I spawn, there are 2 "naked" behaviors and 3 rules. By "naked", I mean they're outside of any rules. -
Getting Enemies to follow a movement pattern
by MonjiO ·What I'm trying to do is get the enemies to move to the top of the screen, then the bottom, following this pattern until destroyed. I also have a spawner that is randomly creating the enemies at diff -
Support with Left and Right Spell
by CodeMonkey ·Add a spawn behavior outside of the timer. That should make it kick off the first spawn and subsequent firings should happen with the timer. -
Support with Left and Right Spell
by CodeMonkey ·Though is it inconsistent when you are tapping the fire button? Because there is a 1 second delay when the spawn actor is kicked off. So if you tap fire, nothing will spawn until after the first secon