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Spawning random actors
by kentarosan ·I have 8 spawners, so I made an attribute setting up at zero, and then each actor make a +1 when spawning and a -1 when destroyed. -
Spawning random actors
by kentarosan ·But that attribute should be on the actor, so, how can I tell the spawner to change an attribute on other actor? -
Spawning random actors
by P373Games ·You can set up a global attribute that counts the number of "random actors", it goes up when an actor spawns and goes down when an actor is destroyed. -
Spawning random actors
by P373Games ·I am not totally positive if this would work but you could set up an attribute that when the random actor is spawned goes up by one. you could tell the spawner not to spawn another actor until the at -
Stick on cloud
by fzeed ·when player collides with cloud, constrain your players X,Y to clouds X,Y (maybe make the Y a little less so it looks like its hanging), on tap, no longer constrain X,Y, but move or accelerate or inte -
my brain is fried. flip horizontally works 1 way, but wont go back?
by tenrdrmer ·You can run into issues sometimes with two touch rule fliping attributeback and forth based on that attributes value. -
my brain is fried. flip horizontally works 1 way, but wont go back?
by pjnolen ·"when touch is pressed, when attribute self.graphic.flip horizontally is true -
Official Cross-Platform Controller Template fire rate control?
by pjnolen ·I need to limit it for that template. I've tried tons of different things, but i can't make out where to put a timer, and what attribute to use, or what to add to it. -
Help with game?!?!?
by GamersRejoice ·Sure, just make a game attribute (boolean) label it spawn. -
How to swipe to move in intermediate directions
by RThurman ·Do do use change attribute -- here is how. -
Introduction and Help needed
by RThurman ·Make two game level attributes. They should be of type "real". Name them something like: -
How to swipe to move in intermediate directions
by ChucklingMonkey ·You would need four attributes to detect the the x and y of the touch and release. (Choose "real" as the attributes' type. -
Arc/Jump Movement
by RThurman ·OK -- how are you setting the attribute "playermotion". Is it being constrained only when touched? Or is it done with a change attribute rule? Or what? -
Animation Dilema
by old_kipper ·My usual set up for animation behaviours is to set up an integer self attribute by the name of 'self state' and have rules that say 'when self state = then play animation (or change image)' and set sp -
Ball "stuck" bouncing repeatedly against patform
by jbsj207 ·do you mean put the 'collide' inside the rule option? cause i think the way its a few rules then collide by itself. and then would i just do 'constrain attribute' to a specific postion? correct? -
Non-Joystick Control Help Needed
by tenrdrmer ·Your original post indicated that you only wanted to constrain the actor going up and down. If that is the case, they only constrain (self.Position.Y) to (game.Mouse.Position.Y). -
Non-Joystick Control Help Needed
by RThurman ·Your original post indicated that you only wanted to constrain the actor going up and down. If that is the case, they only constrain (self.Position.Y) to (game.Mouse.Position.Y). -
how to make actor blink for a few seconds
by JohnPapiomitis ·then have another rule when attribute self image= (your blink image name) -
Non-Joystick Control Help Needed
by axehammered ·The problem with that is when I constrain an actors X/Y position to the X/Y position of the mouse or touch it immediately takes the actor to where I'm touching. Obviously it follows my finger perfect -
Non-Joystick Control Help Needed
by RThurman ·When the mouse is down (or touch is pressed, try constraining the actor's y attribute to the y value of the mouse's (or touch's) y attribute.