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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. -
Spawning an actor with changing intervals
by perfectanswer ·Use an attribute as SpawnCounter and an Attribute for a baseTime and a MultiplierAttribute -
Using move to instead of interpolate?
by HoneyTribeStudios ·@Alex If you'red doing something simple you might be better off using the change attribute behaviour which, in general, is better for performance and GS updates won't mess you up. -
Using move to instead of interpolate?
by MarkOnTheIron ·Rule: When attribute self.positionY = 85 -
Year problem
by balsamicode ·Not really a bug but I consider it a problem. Reading out the year from "Devices->Clock->Year" gives the year according to the date settings of the system GS is running -
Moving an actor in a semi-circular motion while facing outwards
by RThurman ·--Change Attribute: mouseAngle To: vectorToAngle( game.Mouse.Position.X - game.ballX , game.Mouse.Position.Y - game.ballY ) -
slow down game for pause (works) and unpause (not so good)
by part12studios ·i have a new attribute called "speed buffer" which when i pause i pass the current game speed to that and then immediately interpolate to 0. this works.. i confirmed it.. the right -
Please tell me you can save/load text attributes....
by bluebyu25 ·Really appreciate you help. About the timer....is that only allowing the user 0.2 seconds to enter the text attribute? -
Please tell me you can save/load text attributes....
by bluebyu25 ·I've checked my logic a ton of times....and everything else seems to be saving/loading except for text attributes. Assuming I have spent 30 hours this week on a program that revolves around saving/loa -
Accelerate Away From
by App Surge ·An attribute (B) that will be like accelerate toward, except the opposite. -
Moving an actor in a semi-circular motion while facing outwards
by RThurman ·I bet there is a problem with the equation in the constrain self.Position.X. (Since the Y constraint is working, but the X constraint is evaluating to 0, it makes the Y do funny things and ignores th -
Different Forms of Collide
by App Surge ·I am making a game with the accelerometer, and I have obstacles that the main character collides with. When he collides with the from the top, it bounces fine (I'm using the collide attribute,) howeve -
PLEASE HELP!!! How to follow an actor
by JohnPapiomitis ·Constrain actor 1 self position x to actor 2 position x and do the same for the y if you need that too. If you want it to be farther back and have a offset you would constrain actor1 self position x t -
PLEASE HELP!!! How to follow an actor
by GuaveMedia ·I was thinking of constrain attribute but it doesn't work (Image) -
Using a squared score / Accelerometer changing actor location
by FallacyStudios ·to game.Score+100 didn't work. I had to make the attribute change look like this game.Score to game.Score + (pow((game.Red Active *10),2))... without the () around pow it didn't work correctly either -
Using a squared score / Accelerometer changing actor location
by FallacyStudios ·Nah it really is Change Attribute just checked (Image) -
Using a squared score / Accelerometer changing actor location
by cbt ·It happens to me all the time. You probably have constrain instead of change. -
Moving an actor in a semi-circular motion while facing outwards
by RThurman ·Make a new attribute (type=real), name it targetAngle (or whatever) -
Keep mouse/draggable actor within a defined space...
by JohnPapiomitis ·yes you can using the min and max functions in your constrains. Tshirt has a demo of that on gshelper.com