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Multi "if" question.
by JohnPapiomitis ·have a rule set up when attribute spwnloc=1 -
need help on finishing rounds
by quique13 ·first of all sorry I'm new ok how do you put the attribute on the bears 2nd what is a round rules actors and how to make one -
Waves
by FallacyStudios ·Create another attribute to keep track of the number of enemies you have. Something like -
Waves
by FallacyStudios ·Use a game attribute that you increase the number spawning based on the level or wave it is currently on. -
Making a Substitution With Game.time
by ars914 ·Hi guys, I'm making an app with a stopwatch that is counting up and I used tshirtbooths video on how to make it, the stopwatch worked but after you die the stopwatch still goes, is there anyway to res -
colliding problem
by POM ·Have you tried setting both actor's restitution attribute to 0 ? -
colliding problem
by deej011 ·how do i make an actor stop when it collides with another actor when i use the collide attribute and actor bounces off the other actor is set to not moveable -
Destroy Object From Actor Controlled by the Accelerometer
by JohnPapiomitis ·have a change attribute behavior above the destroy behavior and change attribute score to score+ whatever amount you want -
Climbing wall
by AnunnakiCreators ·What you can do is set the gravity manually. It sounds like you are using the scene attribute gravity. You can add downward acceleration (gravity) on every character that you want effected by gravity. -
Working with lifes
by Tapfly ·I don`t mean the attribute. I mean the amount of spaceships on the left corner of the game. -
Changing Spawned Actor Attributes
by jasonpbruce ·How do I change a actor that gets spawned onto a scene to change it's attribute relivent to the current scene? For example I have a spawner creating enemy fire... everytime one gets destroyed it shoul -
Moving an actor in a semi-circular motion while facing outwards
by RThurman ·-- Constrain Attribute: self.targetAngle To: self.targetAngle +(vectorToAngle( game.Mouse.Position.X - game.ballX , game.Mouse.Position.Y - game.ballY )- self.targetAngle )*.1 -
Collide and Accelerometer
by App Surge ·In my current game, I am using a "Change Attribute" behavior to control the accelerometer. It goes like this: -
Need help! 2 questions
by Clock ·Change Attribute: self.Position.X To: actor2.Position.X -
Need help! 2 questions
by RThurman ·Change Attribute: self.Position.X To: actor2.Position.X -
Moving an actor in a semi-circular motion while facing outwards
by RThurman ·----Constrain Attribute: self.targetAngle To: self.targetAngle + 2 -
Moving an actor in a semi-circular motion while facing outwards
by SnapFire ·So, I changed my behavior from constrain to change, and that made it better. However, this is not exactly what I wanted. I need the position to be constantly updating. So, when I move my mouse to anot -
Using move to instead of interpolate?
by SlickZero ·And have you tried interpolate at all? Some bugs are prominent for some people, and it's not for others. Some people have interpolate/timer issues, and some don't. Some have constrain actor/camera iss -
Moving an actor in a semi-circular motion while facing outwards
by RThurman ·You probably used "constrain attribute" instead of "change attribute". (With change attribute, it only records the angle once and you don't get the constant update -
Animation speed accelerates based on game speed?
by perfectanswer ·Build around this a rule if the camera trigger a attribute for zoom out or zoom in.