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  1. Build a Thumbstick control

    Toby
    by Toby · October 2009
    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.
  2. Constraining movement to the camera

    MonjiO
    by MonjiO · October 2009
    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
  3. Adding a dot on a minimap for multiple spawned enemies

    scitunes
    by scitunes · October 2009
    1) How many unique enemy actors do I create? 20 or 1 with 20 instances?
  4. Adding a dot on a minimap for multiple spawned enemies

    scitunes
    by scitunes · October 2009
    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?
  5. Best Practice in Game Art & Design Tips

    sunkenmedia
    by sunkenmedia · October 2009
    ---Key Features: What is unique about this game? Multiplayer? Customization? Etc.
  6. collectable items

    zombots
    by zombots · October 2009
    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?
  7. Adding a dot on a minimap for multiple spawned enemies

    Toby
    by Toby · October 2009
    Create your minimap dots as unique actors and within each dot actor:
  8. Adding a dot on a minimap for multiple spawned enemies

    scitunes
    by scitunes · October 2009
    Anyone know how much memory it would take up to have 20 unique actors as compared to 20 copies of the same actor?
  9. Adding a dot on a minimap for multiple spawned enemies

    quantumsheep
    by quantumsheep · October 2009
    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)
  10. Adding a dot on a minimap for multiple spawned enemies

    scitunes
    by scitunes · October 2009
    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
  11. collectable items

    CodeMonkey
    by CodeMonkey · October 2009
    spawn actor: x-position = 480+widthofcollectable/2 y-position=random(0,320)
  12. Can someone explain the whole "Power of Two"?

    quantumsheep
    by quantumsheep · October 2009
    "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"
  13. Positions Everyone - what is the best move?

    harrio
    by harrio · September 2009
    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
  14. Rapid Fire Powerup

    xacto
    by xacto · September 2009
    (code to spawn laser, ect)
  15. Positions Everyone - what is the best move?

    rivetopia
    by rivetopia · September 2009
    The effect is like a burst. All actors start from the same position and then move to a unique position from there.
  16. Getting Enemies to follow a movement pattern

    MonjiO
    by MonjiO · September 2009
    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
  17. Motion?

    sdpardue
    by sdpardue · September 2009
    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.
  18. Getting Enemies to follow a movement pattern

    MonjiO
    by MonjiO · September 2009
    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
  19. Support with Left and Right Spell

    CodeMonkey
    by CodeMonkey · September 2009
    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.
  20. Support with Left and Right Spell

    CodeMonkey
    by CodeMonkey · September 2009
    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
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