-
help merging project of sorts.
by JohnPapiomitis ·Once in a while you might have to switch a attribute value yourself ( ex: you have somethign spawn at x100 but on the ipad you would want it x200) but other then that they work beautifully and 100% o -
need help with merging multiple actors
by SAMman ·hey guys, does anyone here offer a free one time consult? I am really stumped and so close to figuring things out. I am having trouble with self.ID attribute in a stacking blocks type of game. -
Best Bouncing Settings
by svn ·Well, under the Physics tab in the Actor Editor, there is an attribute called Restitution. The higher it is, the bouncier your actor. The lower it is, the less bouncy. -
Animation issue...
by ShineyGames ·you could have a self attribute "destroy" boolean -
Finally worked out Rotation
by JohnPapiomitis ·change attribute self motion angular velocity to 0 -
move to coordinates
by Graybay ·2) Double click an item on the HUD layer and unlock (creating an instance). Constrain HUDX/Y globals to the (Camera.Origin.position.X/Y + game.Counter.position.X/Y). This puts the coordinates where th -
Scrolling
by MidNightGamer1125 ·I tried making a actor with the image I want to scroll and applied a move to attribute. It works however my image of stars scrolls right across my sence disapears and is never to be sence again. I nee -
Why am I struggling with Interpolate here?
by InLikeFlynn ·You said in the otherwise section you have another rule for when game.attribute=0. Could you just have the interpolate in it's own rule instead of in otherwise? Sometimes individual rules trigger wh -
Why am I struggling with Interpolate here?
by JohnPapiomitis ·Also you dont have to have the second interpolate in a rule when game attribute=0. Having it in the otherwise section will do that for you, cause whenever the attribute is not 1 ( mening 0) it will do -
Why am I struggling with Interpolate here?
by DrGlickert ·When game.attribute = 1, interpolate self.color to 0 over .5 seconds. in the OTHERWISE section I have another rule that When game.attribute = 0 interpolate self.color to 1 over .5 seconds. -
Why am I struggling with Interpolate here?
by DrGlickert ·When game.attribute = 1, interpolate self.color to 0 over .5 seconds. in the OTHERWISE section I have another rule that When game.attribute = 0 interpolate self.color to 1 over .5 seconds. -
Big Problem with Drag an Drop template
by aandi ·i started annd i added the drag and drop and constrain into the game already. however my graphics have only just started. -
help merging project of sorts.
by freon1200 ·2 version. gotta copy each and every actor and attribute, and all the behaviors. now this would be good and all if it didnt delete EVERYTHING thats not in the normal game behaviors. but even the attr -
Problem when spawning actor to change size
by kjjohn ·of behaviors in place that make it so that an attribute (tensCount) will always equal the number of tenBlocks overlapping tenBox. But that is not my problem. Whenever you get five or more tenBlocks i -
Rules in rules, with collisions?
by DrGlickert ·I honestly don't know if the title has anything to do with my question, but here it goes. -
Struggling with my Stars per Level
by DrGlickert ·This is where saving to a Text Attribute would come in handy. -
Constrain Character from moving through top of screen.
by OtherGuyStudios ·My character keeps going through the top of the screen. What is the best way to stopping this from happening? I actually want him to bounce when he touches top of screen? -
Struggling with my Stars per Level
by JohnPapiomitis ·well you could have your highStarCount attribute for each level, then another attribute for each level that counts the stars while your playing. Then you can have a rule if attribute.starCount is grea -
Fade new image in?
by DrGlickert ·Well yes and no. You can interpolate the self.color.alpha attribute to 0 if you want to fade out, and while the image alpha was at 0, your could fire a change image actor and then interpolate self.col -
Collision Detection and Spinning Actors
by billybarrington ·I'd already changed the collision shape to a circle...... there's noticeable gaps in between the enemy and player but collisions are still being detected.