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About Music and Sfx HELP
by kajuto ·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? -
Minimap Problem
by pinata14 ·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, -
Minimap Problem
by pinata14 ·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 -
Making Lego-type actors.
by POM ·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 -
Making Lego-type actors.
by POM ·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 -
Twin Swords: Blade of the Phoenix - by P-O-M
by POM ·and thanks for the heads up !Do you plan to use the Display text attribute for in-game conversations in the final game? -
Actor velocity
by SlickZero ·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 -
Twin Swords: Blade of the Phoenix - by P-O-M
by MrAndersen ·Do you plan to use the Display text attribute for in-game conversations in the final game? -
Universal Binary~Tutorial
by BBEnk ·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 -
Random actor spawn
by JohnPapiomitis ·change the random attribute to random(1,5) -
Proper dialogue template
by MotherHoose ·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. -
Wall/jump glitch
by poopdecksweeper ·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. -
Universal Binary~Tutorial
by AppTek ·First, add the following attributes -
Working with sound
by gyroscope ·Change Attribute game.Audio.Sound Volume to 1 -
Interpolate problems!
by anchorson ·Attribute self.position.x = game.X1 -
Interpolate problems!
by anchorson ·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 -
Proper dialogue template
by poopdecksweeper ·I think I am going to need around 5 or 6 attributes to constrain to each other for this, but I dont know -
Why won't random(random(60,90),random(230,260)) work?
by POM ·Make a self attribute - index- call it "spawn left or right" -
3 problems!
by MotherHoose ·in expressionEditor you select attributes …do not type-in … -
Linking sounds playback pitch (speed) to other attributes..
by lbc4ever ·I will have a look at that. Will changing the attribute to "real" have any impact on performance? (It's stingy I know but I like to try to keep resource usage to a minimum).