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  1. Making a random sound play out of 100 when you tap.

    Clouds
    by Clouds · January 2012
    delay for turning the sound up based on the time attribute (in relation to your known spacing of sounds) - so some sounds will play immediately when you hit the button, some will wait a fraction of
  2. Making a random sound play out of 100 when you tap.

    Clouds
    by Clouds · January 2012
    Make a attribute called RAND (integer)
  3. Making a random sound play out of 100 when you tap.

    MotherHoose
    by MotherHoose · January 2012
    might use an Index Attribute game.SelectedSound
  4. Animate using "change attribute?"

    mynameisace
    by mynameisace · January 2012
    for instructions or something, I set a change attribute self.image to self.image+1 or if I have something set to a numbered attribute, I have my images named as those numbers.
  5. Animate using "change attribute?"

    mynameisace
    by mynameisace · January 2012
    @MotherHoose +1 - I never use the change image rule, change attribute is the way to go and as MH pointed out, you have more control. You cannot to +/- with change image, just bogs down the code with m
  6. Animate using "change attribute?"

    MotherHoose
    by MotherHoose · January 2012
    IMO ChangeAttribute self.image is more efficient!
  7. Animate using "change attribute?"

    921creative
    by 921creative · January 2012
    Tynan: So you prefer Change Image to Change Attribute? Is either one more efficient than the other? Does your method prevent an animation from briefly freezing or is that simply a memory issue?
  8. Animate using "change attribute?"

    Asymptoteell
    by Asymptoteell · January 2012
    Then make a timer: every x seconds (probably around .1) change self.image to self.attribute.image+1.
  9. Making a random sound play out of 100 when you tap.

    Asymptoteell
    by Asymptoteell · January 2012
    I know you can call in images based on an attribute by naming them by numbers. You might be able to do that with sounds.
  10. Animate using "change attribute?"

    chaley
    by chaley · January 2012
    A while ago, it was suggested to use "change attribute" instead of the "animate" behavior & i can't find a good example of how exactly to do that. Does any
  11. Updating a game

    quattro
    by quattro · January 2012
    (Loading and Saving Attribute in GameSalad)
  12. timer issue

    smalling
    by smalling · January 2012
    When an actor is touched how can I delay a change attribute of another actor. I tried a timer and set to "after" .5 and placed the change attribute inside, but it didn't work. This i
  13. Where have all the Templates gone?

    tenrdrmer
    by tenrdrmer · January 2012
    not the names. I noticed when I opened "Constrain To Circle DEMO" online it had no tags and that one never shows up in the creator. To be honest nothing at all shows up when I searc
  14. Updating a game

    GameFactoryStudios
    by GameFactoryStudios · January 2012
    I think you used an attribute to set your levels free or?
  15. Updating a game

    ttere
    by ttere · January 2012
    if you always take the same attribute and the same key to save your game the levels will not be reseted..
  16. Detecting Sound Radius

    TouchTiltGames
    by TouchTiltGames · January 2012
    Constrain: Game.soundDistance to: magnitude(self.positionX-game.soundsourceX, self.positionY-game.soundsourceY)
  17. Detecting Sound Radius

    scitunes
    by scitunes · January 2012
    Create an attribute called game.soundDistance (real). Create two integer attributes (soundSourceX and soundsourceY). Constrain these to the x and y of the source of the sound. In the moving character
  18. Menus

    Vlaso01
    by Vlaso01 · January 2012
    Was wondering which attribute is used to switch from Start Screen -> Menu Screen.
  19. Move ACTOR (open door)

    Clouds
    by Clouds · January 2012
    Here you go, here's the basic idea thrown together, Just one game attribute that gets switched between 0 and 1 (or 'true' and 'false').
  20. What do all of the functions do?

    JohnPapiomitis
    by JohnPapiomitis · January 2012
    your mouse is at the top right. So now if you constrained the actors rotation to that vectorToAngle expression, it will always face where the mouse is. To elaborate more if you had the actor have a m
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