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  1. Is there a way to end a round with 'all badguys are dead' behavior?

    pjnolen
    by pjnolen · July 2011
    You can do it with one attribute.
  2. Is there a way to end a round with 'all badguys are dead' behavior?

    pjnolen
    by pjnolen · July 2011
    boss) + 6 stages still equals 180 attributes.
  3. Is there a way to end a round with 'all badguys are dead' behavior?

    entersimon
    by entersimon · July 2011
    You can do it with one attribute.
  4. Drag Collision HELP!

    entersimon
    by entersimon · July 2011
    I'm going to assume by drag, you actually mean constrain. Drag is a physics property in GS. If I'm wrong in my assumption then disregard what I'm about to say.
  5. Is there a way to end a round with 'all badguys are dead' behavior?

    pjnolen
    by pjnolen · July 2011
    I have 4 different badguys(some rounds fight 1 of 1, some fight all 4, or 2 of 1 etc), 5 different fights over 6 different stages. After each 'wave' i need to tell the game to start the next wave in
  6. Constrain with a delay?

    entersimon
    by entersimon · July 2011
    Then constrain another invisible actor to the shark's x,y to act as the collider.
  7. Constrain with a delay?

    TheHoogler
    by TheHoogler · July 2011
    Couldn't you just encase a change attribute in a timer? Have a timer change the y position every .5 sec (or whatever works). I would think it would work like a "delayed constrain".
  8. Constrain with a delay?

    GamersRejoice
    by GamersRejoice · July 2011
    Hey guys, I got a question for you. In my TOTB 3 entry Break For It! I have a shark that constrains to the y position of the turtle. However I would like for it to have a little bit of a delay instead
  9. one touch button ??

    JohnPapiomitis
    by JohnPapiomitis · July 2011
    ok so you have your 4 attribute'ss moveLeft moveUp moveRight moveDown
  10. Be an Angel fix my Angle. Stop rotating the long way round to a given angle?

    RThurman
    by RThurman · July 2011
    First, as far as I can tell, GameSalad's modulo function (the % operator) returns the sign of the second number and not the first. But for this purpose, we need the modulo operator to return the sign
  11. saving highscore

    StormyStudio
    by StormyStudio · July 2011
    Basically you save an attribute to a key at a given time in your game (called what ever you like)
  12. Best way to Drag OR Rotate by touch but never both.

    SingleSparq
    by SingleSparq · July 2011
    How do you separate the touch and drag attribute apart from the touch and rotate on the same actor?
  13. Game and Scene Attributes

    NMansell
    by NMansell · July 2011
    If I wanted to load say a attribute on startup, could I do this even though it is set to Scene Attribute or would it need to be link to the Game Attribute List?
  14. add actor with 'spawn actor' but no 'despawn actor?

    pjnolen
    by pjnolen · July 2011
    But to remove a different actor when the first one dies, i need to make an game attribute to destroy it and put on that actor a 'destroy this actor'.
  15. Save/load works in GS-Viewer

    BrynjeBamsen
    by BrynjeBamsen · July 2011
    Apparently you dont need to make an adhoc build to test save/load attributes anymore.
  16. Tilt to move?

    morphinegamingmachine
    by morphinegamingmachine · July 2011
    if you just use the move attribute and make the speed accelerometer*(what ever number you want) it will bounce! promise! Because bouncing will still change the speed and it scales to how much tilt. id
  17. Tilt to move?

    SkyMaple
    by SkyMaple · July 2011
    the walls. This is an obvious problem with the constrain behavior, but how can I get around that?
  18. Tilt to move?

    JohnPapiomitis
    by JohnPapiomitis · July 2011
    Constrain self position x to : self.position.x-(game.accelerometer.y*17)
  19. Tilt to move?

    JohnPapiomitis
    by JohnPapiomitis · July 2011
    When attribute device accelerometer x >0.5 move right
  20. Tilt to move?

    tenrdrmer
    by tenrdrmer · July 2011
    Try upping the Drag and then also setup a rule that is when accelerometer y is less than a value constrain self.linearvelocity.y to (self.linearvelocity.y*0.9)
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