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  1. Adding +1 to Score Only Once

    JohnPapiomitis
    by JohnPapiomitis · August 2011
    make a self attribute called tap in the object and set it to 0
  2. herding...?

    jb15
    by jb15 · August 2011
    Basically, have dog constrain dog position. Have an attribute, say, scaredrange, at, say 150. Then, in the sheep (or whatever is moving away) you have when scaredrange > "magnitude( ga
  3. Rotate Actor to direction of movement

    RThurman
    by RThurman · August 2011
    Or you could use the "Change Attribute" behavior.
  4. Tracking Game Stats

    SlickZero
    by SlickZero · August 2011
    Yes, you use save and load attribute behaviors. In the button you press, add a save attribute, save the attribute from the drop down list in the expression editor, and you give it a unique tag name (w
  5. Help with randomly-placed spawning

    gyroscope
    by gyroscope · August 2011
    If you want it to happen automatically, then put the above Rules in an actor outside of the play area. If you want more control, make a boolean attribute called SpawnTrig for instance, and set it's de
  6. Help with randomly-placed spawning

    butterbean
    by butterbean · August 2011
    Create a rule that says : Timer: every 0.5 seconds (change attribute: game.randomactor to random (1,5) ----> You can also randomize the timer too, say every random(0.5,0.7)
  7. Explosion Area Define

    DrGlickert
    by DrGlickert · August 2011
    I'd make an X and Y real game attribute. When the tanker explodes do a change attribute for the X and Y; change attribute position.X to self.position.X and position.Y to self.position.Y. Then do true/
  8. Boss won't always overlap with all the lasers?

    GamePizza
    by GamePizza · August 2011
    yes, the hit points are initially set to 100. And that numbers comes down to about 60 before the boss just stops taking hits and stops flashing on impacts with the laser. After that, it has to be sh
  9. Pulsating graphic

    gyroscope
    by gyroscope · August 2011
    the actor to pulsate (triggered by a boolean attribute). With Interpolate behaviors, you won't be able to interrupt them though, although I'm guessing you don't need to.
  10. Pulsating graphic

    Zombiebrains
    by Zombiebrains · August 2011
    I can see the 'change size' attribute but that only seems to do one way and not stop
  11. Generative Music with GS?

    HoneyTribeStudios
    by HoneyTribeStudios · August 2011
    "Create an index/integer attribute called zero. Give it a value of 0.
  12. Generative Music with GS?

    floydianspiral
    by floydianspiral · August 2011
    "Create an index/integer attribute called zero. Give it a value of 0.
  13. No Sound when Previewing on Device

    SlickZero
    by SlickZero · August 2011
    In every scene where you have a play music behavior, you also need to add a change attribute that sets the music volume to 1 (or whatever you had the sound level set to originally) That will fix the b
  14. Anyway to change collision sensitivity?

    bluebyu25
    by bluebyu25 · August 2011
    Make a rule stating they should only collide when self:x/y is = 1/2 width,length of player x/y. It doesnt matter what the actual image looks like that you put on an actor, its the proportions you have
  15. Lock on Target!

    AjBlue
    by AjBlue · August 2011
    target on it. (This would save the headache of constraining another actor to the enemy's coordinates.) Then all you need to worry about is spawning the homing missile and getting it to hit the enem
  16. What Features do you want? (Attention Gamesalad Upper Management!)

    ChirpinGames
    by ChirpinGames · August 2011
    Allow variables in the load/save attribute - this would save so much time. We could make one save rule and just change one variable in each scene instead of having to retype everything.
  17. Randomizing animation?

    svn
    by svn · August 2011
    In your character, create an integer attribute. Call it BLINKTIME. Now put a Change Attribute behavior in a timer set to every 1 sec or so. In the Change Attribute, change the BLINKTIME attribute to
  18. autotargeting

    RThurman
    by RThurman · August 2011
    Try making a game attribute called "trackingOn". Set it to 0 (or false if you made a boolean). Then when an enemy is in the tracking area, change "trackingOn" to
  19. autotargeting

    oldefaith
    by oldefaith · August 2011
    make attribute Boolean name it "selected"
  20. Lock on Target!

    hotMagic
    by hotMagic · August 2011
    tomas, I was thinking the same thing, but he only has one possible target, and it constrains its X,Y to a game attribute, right?
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