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  1. How do I disable an actor when he is invisible?

    RedlerTech
    by RedlerTech · July 2011
    When play button is pressed change attribute Menu to false. When menu button is pressed, change to true.
  2. How do I disable an actor when he is invisible?

    keweworkshop
    by keweworkshop · July 2011
    I can't find the answer through my searches. I have a menu that pops up when a button is pushed. The menu is always there though, so if a user were to touch the screen even when the menu is invisible,
  3. Having issues constraining "Cool light effect"

    TheHoogler
    by TheHoogler · July 2011
    that I accidently used change instead of constrain for my light mask.
  4. HUD compass

    pyrosmiley
    by pyrosmiley · July 2011
    +Constrain Attribute Behavior
  5. Having issues constraining "Cool light effect"

    JohnPapiomitis
    by JohnPapiomitis · July 2011
    you can try to add a offset for the camera, in the y constrain. Not sure if thats your problem though, and im not home right now. Its just somethign to try
  6. Having issues constraining "Cool light effect"

    hotMagic
    by hotMagic · July 2011
    I don't know the cool light demo, but I assume the player constrains its X and Y to a game attribute, and then the cool light mask is constrained to that?
  7. highscore

    SamXOOO7
    by SamXOOO7 · July 2011
    Do you have the save attribute for the finished time? Also, I'm not completely sure but i think when you close the game on GameSalad it would reset because your only in game development.
  8. ramdom enemies shoot ?

    Asobu_Games
    by Asobu_Games · July 2011
    How about making a game attribute (integer) called something like 'random shoot'. Then attach a 'change attribute' behavior somewhere in your scene (attach to the background or an invisible actor etc)
  9. getting rid of timers

    entersimon
    by entersimon · July 2011
    Create an integer attribute called 0 and leave it at 0 (this will never change)
  10. Actors suddently not fully initializing

    thebitmaster
    by thebitmaster · July 2011
    some of the non-rule-based code (mainly Change Attribute code) is obviously getting run for some of the asteroids, but not all of them. It's also affecting at least one collision-based rule. I adde
  11. highscore

    SamXOOO7
    by SamXOOO7 · July 2011
    Also maybe link the load high score attribute to the highscore button so it updates when you click it.
  12. Having issues constraining "Cool light effect"

    TheHoogler
    by TheHoogler · July 2011
    So, here's the issue. My hero is sending its coords. to game.attributes Hero X and Hero Y. My overlying "cool light" actor is constrained to these coords. This is confirmed, because
  13. trouble with simple level lock/unlock idea

    tenrdrmer
    by tenrdrmer · July 2011
    Yeah you just have to setup a second integer attribute that called levelunlock
  14. [Solved ]Damage based on actor acceleration

    RThurman
    by RThurman · July 2011
    Make two actor attributes "damagePoints" and "speed". Create a behavior that sets the car's velocity to "speed". When the car collides with the
  15. Game and Scene Attributes

    NMansell
    by NMansell · July 2011
    i have save game.A1 (actor1 attribute) to game.A1
  16. trouble with simple level lock/unlock idea

    tenrdrmer
    by tenrdrmer · July 2011
    well lets say you are basing it all off of an integer attribute. called levelnumber
  17. Turn-based Card Game Logic

    TheHoogler
    by TheHoogler · July 2011
    I'm developing an RPG similar to Dragon Warrior, and it has battle scenes which sound very similar to your card game. I haven't perfected it, but its all about the game attributes! Once you fully unde
  18. [Solved ]Damage based on actor acceleration

    obsoleteentertainment
    by obsoleteentertainment · July 2011
    I put this in the a change attribute behavior
  19. Be an Angel fix my Angle. Stop rotating the long way round to a given angle?

    RThurman
    by RThurman · July 2011
    Change Attribute: self.differenceAngle = self.clickAngle - self.Rotation
  20. Unique Puzzle Constrain to Match without Touching it

    old_kipper
    by old_kipper · July 2011
    selected until it is inactive on released for a constrain to the active touch. I would limit the touches to 1 and that way the logic should be simple.
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