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  1. Interp only works on the way down!?

    MotherHoose
    by MotherHoose · March 2012
    Attribute: self.Up/Down = 0
  2. Scrolling Text within Display Text (Fake News Ticker)

    ellfire
    by ellfire · March 2012
    Ex. I would to create a funny "news ticker" during a level of my game. It would be an actor with a display text attribute that would simply scroll the text in a constant loop with
  3. About Music and Sfx HELP

    kajuto
    by kajuto · March 2012
    that mean i have to create a attribute of Boolean called Allow Music and in the behavior i set it if it on or off, right?
  4. Minimap Problem

    pinata14
    by pinata14 · March 2012
    But I did not press the plus button on the scene attribute page. So you're saying it's impossible to make a dot follow a specific actor prototype? Is there even a way to use game attributes for this,
  5. Minimap Problem

    pinata14
    by pinata14 · March 2012
    dies, they cannot come back (unless I change the attribute system to a boolean for each unit in existence (Right now it is set to have an integer counter that goes up every time an actor of a specifi
  6. Making Lego-type actors.

    POM
    by POM · March 2012
    You can make it , upon collision if you store the "center" brick X Y values , and your connecting brick X Y values , you can constrain few bricks to a center one with an offset .. a
  7. Making Lego-type actors.

    POM
    by POM · March 2012
    Connecting pieces is very difficult without joints , if you simply want the actors to "stop" in place upon collision , so once they collide with another square store their X and Y po
  8. Twin Swords: Blade of the Phoenix - by P-O-M

    POM
    by POM · March 2012
    and thanks for the heads up !Do you plan to use the Display text attribute for in-game conversations in the final game?
  9. Actor velocity

    SlickZero
    by SlickZero · March 2012
    You would need to make 2 real attributes, and constrain one to the X position of the actor, and another with the Y position. Then, drop 2 blank actors onscreen, and use a display text behavior. In one
  10. Twin Swords: Blade of the Phoenix - by P-O-M

    MrAndersen
    by MrAndersen · March 2012
    Do you plan to use the Display text attribute for in-game conversations in the final game?
  11. Universal Binary~Tutorial

    BBEnk
    by BBEnk · March 2012
    How do you guys handle collision area on Circles I noticed on a game I was using this technique on that the circles would change from 32x32 to 32x28.8 with the added change attribute of 0.9 so the col
  12. Random actor spawn

    JohnPapiomitis
    by JohnPapiomitis · March 2012
    change the random attribute to random(1,5)
  13. Proper dialogue template

    MotherHoose
    by MotherHoose · March 2012
    easy with tables @QS … you can have cols for chars yes answer and no answer … use a game attribute triggered by player input to call for correct column.
  14. Wall/jump glitch

    poopdecksweeper
    by poopdecksweeper · March 2012
    Make a display text actor that shows you exactly what integer your jump attribute goes to when you wall jump. Then you can adjust the rules as necessary.
  15. Universal Binary~Tutorial

    AppTek
    by AppTek · March 2012
    First, add the following attributes
  16. Working with sound

    gyroscope
    by gyroscope · March 2012
    Change Attribute game.Audio.Sound Volume to 1
  17. Interpolate problems!

    anchorson
    by anchorson · March 2012
    Attribute self.position.x = game.X1
  18. Interpolate problems!

    anchorson
    by anchorson · March 2012
    I don't know what kind of behaviors you have used but I will try and help you. I guess that you have used a single prototype for all the buttons. And you have set a Rule which says if mouse button is
  19. Proper dialogue template

    poopdecksweeper
    by poopdecksweeper · March 2012
    I think I am going to need around 5 or 6 attributes to constrain to each other for this, but I dont know
  20. Why won't random(random(60,90),random(230,260)) work?

    POM
    by POM · March 2012
    Make a self attribute - index- call it "spawn left or right"
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